tag:blogger.com,1999:blog-5142162367864777312024-03-19T09:25:36.378+00:00ZX Spectrum GamesA treasure-trove of ZX Spectrum games reviews, images, interviews, videos and misty eyed reminiscing. Come on in, you know you want to.The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.comBlogger198125tag:blogger.com,1999:blog-514216236786477731.post-17081803462560896892017-04-24T17:16:00.002+01:002017-04-24T17:23:29.545+01:00Spectrum Games - ZX Spectrum Next - ZX Spectrum GamesHi Folks.<br />
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It's been a long time since I've been active on here, I've had too much reality cutting into my 8-Bits of free daily time!<br />
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I'm working my way back into both Spectrum and Amiga gaming, two player Exploding Fist has proven to be a lot of fun lately!<br />
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Anyway, I'm rather excited about this upcoming piece of kit. The ZX Spectrum Next looks like it's going to be the real deal. A modern day ZX Spectrum that will capture the essence of the original 1982 machine for the current era.<br />
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When you look at the people involved (Rick Dickinson, Victor Trucco, <a href="http://zxspectrumgames.blogspot.co.uk/2009/12/spectrum-games-programmer-interview-jim.html">Jim Bagley</a>, Henrique Olifiers and Fabio Belavenuto) you cannot help but become excited.<br />
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<tr><td class="tr-caption" style="text-align: center;">The ZX Spectrum Next</td></tr>
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You can read more about the latest developments at <a href="http://www.specnext.com/">ZX Spectrum Next</a>.<br />
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The ZX Spectrum Next:
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I already know that I have to have one.
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:-) The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com59tag:blogger.com,1999:blog-514216236786477731.post-48779496839630256672014-05-16T16:29:00.002+01:002017-04-24T16:58:22.892+01:00Spectrum Games - Programmer Interview - Jason (Jas) Austin<div class="im" style="color: #500050; font-family: arial, sans-serif; font-size: 13px;">
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<span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"><a href="http://zxspectrumgames.blogspot.co.uk/2014/05/spectrum-games-programmer-interview.html" style="background-color: #eeeeee;">Jas Austin</a></span></span></span><br />
<span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">Jas Austin worked on a number of games for our beloved <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">ZX Spectrum</a> back in the 1980s.</span></span></span></div>
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<span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">Most of his output was through Automata and Martech, and from early beginnings with Bunny he went on to work on well known titles such as Slaine, WAR and Nemesis The Warlock.</span></span></span></div>
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<span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">Jas was kind enough to share a trip down memory lane with me and answered some questions about life as a coder on the greatest ever 8-bit machine to have graced these shores...</span></span></span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="background-color: #eeeeee;">WAR by Martech</span></td></tr>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">1: What was the first computer you ever programmed on? And how old were you at the time?</span></span></span></b></div>
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<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">Although not strictly a computer, my first experience of programming was on the Sinclair Cambridge Programmable calculator. It was a pretty simple device, you had a small number of programmable steps you could enter, and then run. It came with a book of programs, and one of them was a Lunar lander game. It was very crude and basic, but I think it was what piqued my interest in games programming. As for how old I was at the time? It's difficult to remember exactly, but I think I would have been about 12 years old.</span></span></span></div>
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<span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; color: #444444; font-size: small;">The first real computer I programmed was an ancient Pet computer at school. One of the earliest programs I wrote was a version of John Conway's Life. It ran incredibly slow, each frame took about five minutes to generate. It was written it as a project for my O level computer studies.</span></span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">2: Which game was your fist ever commercially published title?</span></span></span></b></div>
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<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">My first commercial game was back in 1983. It was the Spectrum game 'Bunny' for Automata. It was part of a double game tape along with ETA. ETA Was written by Automata's Mel Croucher and Christian Penfold. Bunny was a simple maze game written almost entirely in Basic. I did both the code and the graphics for it, and to be honest it was not a particularly great game. But I look back at it fondly as the start of my games career.</span></span></span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">3: Automata were a pretty big name in the industry during the early 80's. What was it like having work published by them?</span></span></span></b></div>
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<span style="background-color: #eeeeee;"><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;"><span style="color: #222222;">I</span><span style="color: #444444;">t was fantastic to have games published by Automata. Mel Croucher and the rest of the team are incredibility talented people. It's an honour to have some of my games sitting alongside all time classics such as Pimania and Deus Ex Machina. They were also an incredibly fun bunch to work with, as they had a very laid back attitude to making games.</span></span></span></span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">4: After Automata you worked on many games for Martech. How did this differ from your time with Automata?</span></span></span></b></div>
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<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">Before Martech I was only working on games in my spare time. I was studying at sixth form and working in a shop part time. But Martech was when I took the plunge and started making games full time.</span></span></span></div>
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<span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; color: #444444; font-size: small;">Initially, I was employed by a company called Catalyst coders, who in turn were making games for other companies. </span></span></div>
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<span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; color: #444444; font-size: small;">The other change was working in an office along side other coders and artists, rather than in my bedroom. For my Martech games I was working with two very talented artists, Mark Jones and Dave Dew. Then for later Martech games Dave, myself and another ex Catylist coder, Neil Dodwell formed our own company Creative Reality.</span></span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">5: What did you enjoy about developing on the ZX Spectrum?</span></span></span></b></div>
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<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">Interesting question... Part of the enjoyment of the Spectrum was simply the sheer challenge of writing games on it. </span></span></span></div>
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<span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">Compared to machines like the Commodore 64, it had no hardware to handle sprites and scrolling. So on the Spectrum this would all have to be written in software. </span></span></span></div>
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<span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">We were constantly coming up with new and inventive ways to squeeze an extra bit of speed and memory efficiency from the machine. As a coder this was hugely satisfying when it worked.</span></span></span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">6: Conversely, was did you not enjoy when working on the Spectrum?</span></span></span></b></div>
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<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">The only real annoying part of developing on the Spectrum was working with the limited hardware and software of the time. Particularly early on when I was using a tape system and a very basic compiler, where it could take about half an hour, and many tape swaps just to make a build. </span></span></span></div>
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<span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">Although it could be said that this also promoted better coding, as you had to be pretty confident that your code was correct before building. </span></span></span></div>
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<span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">This became less of an issue later on with the advent of Micro drives, and then ending with a PC dev system. Using the PC would take less than a second to compile a version. Very different from when I started.</span></span></span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">7: Of all the Spectrum games you worked on which are you most proud of and why?</span></span></span></b></div>
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<span style="background-color: #eeeeee;"><span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">While I'm proud of all my Spectrum games, my favourite would have to be Rex. For a number of reasons... It was a 100% original design and I felt most of the gameplay held up very well. Later on I developed a love for playing Bullet Hell shooters. </span></span></span><span style="color: #444444; font-family: "georgia" , serif; font-size: small;">And even though Rex at heart was a platformer, it also had elements of a Bullet Hell shooter way before they became mainstream. </span></span></div>
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<span style="background-color: #eeeeee; color: #444444; font-family: "georgia" , serif; font-size: small;">It also had a lot of elaborate programming techniques to enable us to get so many sprites active and still keep the game full screen and speedy. And all this with no colour clash. So I was very pleased with what we achieved. Even to this day I still see a lot of positive comments about the game. It's almost become a bit of a Spectrum cult classic.</span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">8: Were you given free reign to develop games or did other people come up with gaming ideas too?</span></span></span></b></div>
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<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">Yes, luckily we were always given free reign over game designs. Even with the licensed titles such as Tarzan and Nemesis the Warlock</span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">. As long as we stuck to the spirit of the subject we could do as we pleased. </span></span></span></div>
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<span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">For Nemesis and Sláine it was also fortunate that I was a huge 2000AD fan, so I was already fully versed in the characters and stories. Sláine in particular was great for a comic geek like myself, as I got to speak with Pat Mills the author, and run my ideas past him. And I'm happy to say he loved them all, and didn't want to change a thing.</span></span></span></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisp9Zxd-i3CR4Aie5aiQsR7UhC_4Tow3QgdIdhGC9azmgF5y9_Vu-xk1YOMBr6aMHkY_wMEjsf5oIJEJiiYacH_GXDOLYod4mW5OUEwnUaQKU5sc7QmufrZvhjBxWPOrU47b_n-PaTZzeE/s1600/showscreen+(1).gif" imageanchor="1" style="background-color: #eeeeee; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisp9Zxd-i3CR4Aie5aiQsR7UhC_4Tow3QgdIdhGC9azmgF5y9_Vu-xk1YOMBr6aMHkY_wMEjsf5oIJEJiiYacH_GXDOLYod4mW5OUEwnUaQKU5sc7QmufrZvhjBxWPOrU47b_n-PaTZzeE/s1600/showscreen+(1).gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="background-color: #eeeeee;">Nemesis The Warlock on the ZX Spectrum</span></td></tr>
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<b><span style="background-color: #eeeeee; color: black; font-family: "georgia" , serif; font-size: small;">9: The Planets was something that was really different and was a very ambitious game. What was it like working on such a huge title?</span></b></div>
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<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">I can't comment too much on Planets... You're correct it was a very ambitious project, but I didn't really have any involvement in the actual game. I had a game written much earlier that I had been unable to get published. It was a very odd game called 'Colour Scape' and loosely based on John Conway's game of life from the 70's. By pure coincidence the levels in my game were based around the planets in our solar system. I must have mentioned it at some point to the guys at Martech, as it was decided that it would be a great idea to incorporate it into the Planets project as a bonus game. So a few additions were made to tie it in, and it became the stand alone game called 'Weird' on the Planets tape.</span></span></span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">10: Which other software houses or developers impressed you most at the time?</span></span></span></b></div>
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<span style="background-color: #eeeeee;"><br /></span></div>
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<div style="font-family: arial, sans-serif; font-size: 13px; margin-bottom: 0cm;">
<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">I was a great admirer of any developers that were pushing the boundaries or trying something different. Like a lot of others at the time, I was a huge fan of all the games by Ultimate. Others that impressed and certainly influenced me were developers such as Design Design, Sandy White, Mike Singleton, Jeff Minter, Jon Ritman, Mathew Smith and of course Mel Croucher.</span></span></span></div>
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<b><span style="background-color: #eeeeee;"><br /></span></b></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">11: Do you play any current game?</span></span></span></b></div>
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<span style="background-color: #eeeeee;"><br /></span></div>
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<div style="font-family: arial, sans-serif; font-size: 13px; margin-bottom: 0cm;">
<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">Yes, I still play a lot of games... Possibly too many. But I've always seen it as very important to keep up with current gaming trends. I mostly game on consoles these days, purely for the convenience. A particular favourite of mine in the past few years has been Dark Souls. I've sunk many many hours into it, and am currently on my 3</span></span><sup><span style="font-family: "georgia" , serif;"><span style="font-size: small;">rd</span></span></sup><span style="font-family: "georgia" , serif;"><span style="font-size: small;"> play-through...</span></span></span></div>
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<b><span style="background-color: #eeeeee;"><br /></span></b></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">12: Can you tell us what you are up to these days?</span></span></span></b></div>
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<span style="background-color: #eeeeee;"><br /></span></div>
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<div style="font-family: arial, sans-serif; font-size: 13px; margin-bottom: 0cm;">
<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">Since 2008 I've been working as part of the indie games company Origin8. We are a small creative team, that collectively has more years in the games industry than I care to mention. We've developed many games on the iOS, Android, PC and Mac. Most recently I've worked on the iOS/Android remake of the classic 90's game, 'Transport Tycoon' originally by Chris Sawyer.</span></span></span></div>
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<span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;"><br /></span></span></span></div>
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<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;">You can find out more about Origin8 at </span></span><span lang="zxx"><u><span style="font-family: "georgia" , serif;"><span style="font-size: small;"><a href="http://www.origin8.com/" target="_blank">www.origin8.com</a></span></span></u></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">. And you can find me chatting about gaming and gamedev on twitter @IamXERO.</span></span></span></div>
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<span style="background-color: #eeeeee;"><br /></span></div>
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<b><span style="color: black;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;">13: Finally, with the retro-scene booming, would you consider creating another game for the Spectrum?</span></span></span></b></div>
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<span style="background-color: #eeeeee;"><br /></span></div>
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<div style="font-family: arial, sans-serif; font-size: 13px; margin-bottom: 0cm;">
<span style="background-color: #eeeeee; color: #444444;"><span style="font-family: "georgia" , serif;"><span style="font-size: small;"></span></span><span style="font-family: "georgia" , serif;"><span style="font-size: small;">I love the fact there is still a huge retro scene, and I think it would be great fun to develop a Spectrum game. But while I'm still making games full time, it's hard to find the spare time. Although a side project I started back in 2013 was a 're-imagining' of Bunny. It's a very different style of game, most likely using Unity. The idea was to release it in 2013 as it would have been 30 years old. One day I still hope to finish it...</span></span></span></div>
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<span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;"><br /></span></span></span></div>
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<span style="color: #444444;"><span style="font-family: "georgia" , serif;"><span style="background-color: #eeeeee; font-size: small;"><b>Classic Gaming</b> with The Fury:</span></span></span></div>
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<span style="background-color: #eeeeee;"><iframe allowfullscreen="" frameborder="0" height="315" src="//www.youtube.com/embed/vW80V7jDQFM" width="420"></iframe></span>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com15tag:blogger.com,1999:blog-514216236786477731.post-52803081872093570482013-10-02T12:34:00.002+01:002019-12-10T13:28:29.059+00:00Spectrum Games - Programmer Interview - Kevin Allison<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/10/spectrum-games-programmer-interview.html">Kevin Allison</a></b><br />
Kevin Allison worked on both the <a href="http://retrobrothers.hubpages.com/hub/ZX81">ZX81</a> and <a href="http://hubpages.com/hub/ZXSpectrum" style="color: #5589aa; text-decoration: none;">ZX Spectrum</a> in the early 1980's as a games programmer before moving on to other areas.<br />
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His most recognisable title for the Speccy was <a href="http://zxspectrumgames.blogspot.co.uk/2009/08/zx-spectrum-game-spectipede-zx-spectrum.html">Spectipede</a> released by R&R Software and later Mastertronic.<br />
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I managed to get in touch with Kevin via YouTube and he kindly agreed to do this interview with me about his days as a games maker during the 8-bit era.<br />
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<span style="color: #d3e8d9;">1: Hello Kevin. How did you get into games programming?</span><br />
My interest in home computing was first piqued when I went to a party and they had a early model <a href="http://retrobrothers.hubpages.com/hub/Commodore-PET">Commodore Pet</a> running, with <b>Space Invaders</b> on, and from there I never looked back.
Not long thereafter, I moved into the IT industry (in 1980) as a System Tester for a profession (in the days when a mainframe filled a whole very large room) and I soon bought a ZX81 as a kit and my interest was taken from that time.
My first and only ZX81 program was Bomber, launched through R&R Software -<br />
<a href="http://www.zx81stuff.org.uk/zx81/showmag.php?mag=SinclairUser/Issue007/Pages/SinclairUser00700039.jpg">http://www.zx81stuff.org.uk/zx81/showmag.php?mag=SinclairUser/Issue007/Pages/SinclairUser00700039.jpg</a><br />
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Buying the ZX81 as a kit was worth it from the point of view it gave me a great understanding of how the hardware linked together, something I've never forgotten and still use that knowledge today when upgrading/modifying my PC.
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<span style="color: #d3e8d9;">2: How did creating Spectipede for R&R Software come about?</span><br />
I was an avid<b> arcade game player</b> at the time when the Spectrum came out, having a small arcade near the office where I worked. <a href="http://retrobrothers.hubpages.com/hub/Pacman-Game">Pacman</a> and <a href="http://hubpages.com/hub/Centipede-Arcade-Game">Centipede</a> were my two favourite games so I set myself the challenge to re-create Centipede on the Spectrum written entirely in machine code. I learnt machine code programming courtesy of the excellent book - Z80 and 8080 Assembly Language Programming by Kathe Spracklen (I still have the book)<br />
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I first of all wrote my own machine code driven real time two pass assembler (KAOS) which I initially hand crafted using REMs to Poke Z80 machine code and then used the early development assembler to further refine the assembler itself and also then used KAOS to build Spectipede.
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<span style="color: #d3e8d9;">3: How long did it take to complete the coding of the game?</span><br />
I can't remember now but probably around 3 or 4 months to fully finish, refine and debug.
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<span style="color: #d3e8d9;">4: As far as I can tell, Spectipede is your only ZX Spectrum title. If this is the case can you tell me why?</span><br />
Later on I also wrote "Ice Attack" in machine code as a spectrum version of the <b>Pengo arcade game</b>.
I chose not to market KAOS nor Ice Attack for various reasons, for KAOS it was probably because the market already had a few two pass assemblers in play and I had missed the boat by the time it was fully finished, and it was also a bit more of a product for a niche market rather than mass market - therefore in practical terms no great fortunes to be made !<br />
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For Ice Attack, it was finished but I couldn't get a royalty deal I was happy with so it stayed in the box and there it will stay (not sure whether I still have the master tape anyway).
PPS - "KAOS" = "Kevin's Assembler and Operating System" (As well as being a two pass assembler, it also took over control (using non maskable interrupts) of the Spectrum operating system and command line prompt to provide for real time input and validation of Rem strings containing only valid Assembly language commands only (table driven).
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<span style="color: #d3e8d9;">5: What did you move onto after the game was finished?</span><br />
See Q4 above. I've done things like build PCs from scratch using my knowledge from building the Spectrum, buying just the PC components but have not not ventured back into software development.
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<span style="color: #d3e8d9;">6: With the retro-gaming scene booming would you ever consider creating another ZX Spectrum game?</span><br />
No, too time consuming for me
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<span style="color: #d3e8d9;">7: Is there any chance of a 'Spectipede' 2013?</span><br />
As Q6<br />
<span style="color: #d3e8d9;"><br /></span>
<span style="color: #d3e8d9;">8: What did you like about programming on the Spectrum?</span><br />
Key point for me and friends in buying the spectrum was the move to colour and more memory !! (my first spectrum arrived faulty and had to be replaced straight away)
For programming, key like was that the Spectrum used the Z80 processor which used interrupts easily accessible by the user including NMI and it came with a very rich machine code language, making it quite easy for complex program development.
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<span style="color: #d3e8d9;">9: Conversely, what did you not like programming on the Spectrum?</span>
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Nothing particular to dislike (other than the slow rubber keyboard !)<br />
<span style="color: #d3e8d9;"><br /></span>
<span style="color: #d3e8d9;">10: Which developers or companies impressed you most at the time?</span>
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No companies/developers in particular as I recall but my two favourite games were probably <a href="http://zxspectrumgames.blogspot.co.uk/2009/05/zx-spectrum-games-manic-miner.html">Manic Miner</a> and <a href="http://zxspectrumgames.blogspot.co.uk/2009/08/zx-spectrum-games-jet-set-willy-zx.html">Jet Set Willy</a>.<span style="color: #073763;"><br /></span><br />
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<span style="color: #d3e8d9;">11: Can you tell us what you are up to nowadays?</span><br />
I am now retired from work and enjoy travel. Life seems to get more hectic when you retire, and free time less, but I still find time to keep up with modern technology !!!
I now have fibre optic broadband with a home wifi network with PC, laptop, Nexus 7 etc all inter-connected - things we take for granted now but could only dream about back in the ZX81 days.<br />
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It is difficult to believe how far technology has advanced since the likes of the Pet and the ZX80 (if you remember much that far back - don't know how old you are ?)<br />
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I worked in IT from 1980 onwards and interesting to see that the modern handheld stuff now is way more powerful than some of the mainframe stuff we had all those years ago occupying whole rooms.
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Once again many thanks to Kevin for taking the time to talk to me.<br />
Cheers folks and I hope you enjoyed it!<br />
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<b>Arcade Games</b>, <b>Classic Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com9tag:blogger.com,1999:blog-514216236786477731.post-12008081547327357672013-08-28T13:47:00.001+01:002013-08-28T13:48:33.046+01:00ZX Spectrum Games - Dark Fusion - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/08/zx-spectrum-games-dark-fusion-classic.html">Dark Fusion ZX Spectrum</a></b><br />
Another title in the long line of playable <b>arcade games</b> for the ZX Spectrum that exuded playability, quality and polish.<br />
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This <b>classic game</b> was released for our favourite 8-bit machine just as the transition to the more powerful <a href="http://retrobrothers.hubpages.com/hub/8-bit-to-16-bit">16-bit machines</a> was gathering pace.<br />
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The year was 1988. The publisher was Gremlin Graphics. The game was Dark Fusion.<br />
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The result was a formidable shoot em up that proved there was still plenty of life in the good old Speccy...<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdAvMA3AfYfmPjRJCAkF2rolKhXj5q4iDnkuGhvf764PfTx6n1ykdZpg1_S6uS1se2YTLVn-k1SoEinw0vjtN0vRItvnDkYO7xAygc84daWKompO2cCK0DAQhZWWegUzxB0Fmaxa9xH1pa/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdAvMA3AfYfmPjRJCAkF2rolKhXj5q4iDnkuGhvf764PfTx6n1ykdZpg1_S6uS1se2YTLVn-k1SoEinw0vjtN0vRItvnDkYO7xAygc84daWKompO2cCK0DAQhZWWegUzxB0Fmaxa9xH1pa/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dark Fusion on the ZX Spectrum</td></tr>
</tbody></table>
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The whole story to the game was based around battling invading aliens through three phases of tests devised by the dramatically named 'Corps of Guardian Warriors'.<br />
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The real meaning of this was that each level of the game was divided into three zones;The combat zone, the alien zone, and the flight zone.<br />
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To enter a zone you had to first find a fusion pod which was displayed on screen by a funky pulsating beacon.<br />
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To complete the combat zone the player had to enter two alien zones and destroy the aliens lurking inside. After taking care of these nasties it was time to make your way to the flight zone fusion pod and fly carefully through
to the next level.<br />
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The different levels presented you with differing forms of gameplay; sometimes you were walking around platform laden screens and sometimes you were flying through cavernous levels dodging obstacles and creatures.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA5RggdWgmQF7NCaR0hBiWxnlL_ffswqsVND35Mel1Ud52-VdltEnWTKs8T3ijuR-58bKRju_S8JVlCUt-s2dsKVcSljVXtjt3SMKswT-I-UkmE0mb2akCcOVDrc3KCaRleLOvFovw4sWV/s1600/showscreen+(1).gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA5RggdWgmQF7NCaR0hBiWxnlL_ffswqsVND35Mel1Ud52-VdltEnWTKs8T3ijuR-58bKRju_S8JVlCUt-s2dsKVcSljVXtjt3SMKswT-I-UkmE0mb2akCcOVDrc3KCaRleLOvFovw4sWV/s1600/showscreen+(1).gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">This is Dark Fusion - and not a Hewson game!</td></tr>
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What we had here was a collection of three <b>mini-games</b> that resembled the likes of <a href="http://zxspectrumgames.blogspot.co.uk/2009/05/zx-spectrum-game-exolon-zx-spectrum.html">Exolon</a>, <a href="http://zxspectrumgames.blogspot.co.uk/2009/08/zx-spectrum-game-gunrunner-zx-spectrum.html">Gunrunner</a> and R-Type.<br />
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To be fair the whole thing was packaged very nicely indeed. As the game loaded up you were greeted by an excellent menu screen accompanied by a fantastic piece of music by Ben Daglish.<br />
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The in-game graphics were nicely animated and all of the scrolling was well up to par and as smooth as me on a night out.<br />
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Gameplay was challenging and rewarding, yet Dark Fusion just lacked that certain something to make it a true 'must have' title...<br />
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The excellent theme tune to Dark Fusion by the legendary Ben Daglish:
<iframe allowfullscreen="" frameborder="0" height="315" src="//www.youtube.com/embed/gXe51IsT2xs" width="420"></iframe>
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<u>On Release:
</u><br />
This game was met with a lot of positive feedback when it was released. <a href="http://retrobrothers.hubpages.com/hub/Crash-Magazine">Crash Magazine</a> awarded it a good overall score of 80% which was just about right in my book. The only real negative about Dark Fusion was that it left you feeling like you had 'seen it all before'. Kickin' theme tune though.<br />
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<u>The test of time:</u><br />
You know what? This game still plays quite well. The scrolling and keyboard response is fast enough and there is enough variety in the levels and weapons power-ups to hold your interest for a little while. Whilst never a classic there is enough in this game to warrant a re-visit. My reflexes don't seem to be what they used to either....<br />
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GENRE: <b>Arcade Game</b><br />
RELEASE DATE: Late 1988<br />
RELEASED BY: Gremlin Graphics<br />
DEVELOPER(S): John O'Brien, Berni, Ben Daglish<br />
PRICE: £7.99 - UK
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<b>Classic Gaming</b> Courtesy of RZX Archive:
<iframe allowfullscreen="" frameborder="0" height="315" src="//www.youtube.com/embed/NrCqAL3QjQg" width="420"></iframe>
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<b>Classic Games</b> and <b>Arcade Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com11tag:blogger.com,1999:blog-514216236786477731.post-23855513115096659392013-07-05T15:27:00.000+01:002013-07-05T15:29:13.651+01:00ZX Spectrum Games - Codename MAT - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/07/zx-spectrum-games-codename-mat-classic.html">Codename MAT ZX Spectrum</a></b><br />
Codename MAT was a space based arcade strategy game that was released for the <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">Speccy</a> back in 1984 by Micromega.<br />
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It was programmed by non other than <a href="http://retrobrothers.hubpages.com/hub/Crash-Magazine">Crash Magazine</a>'s adventure reviewer Derek Brewster, and received the coveted 'Crash Smash' award in the May 1984 edition of the same publication. Was it a case of Crash being generous to one of their own? Well, no actually.<br />
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Codename MAT was an excellent game and deserved every accolade awarded to it.<br />
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Daunting at first, this game was an ambitious piece and proved that a lot of depth could be crammed into only 48KB of RAM.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHcxzkcR06WJ2zSJJE6U4Kwgg-IiaXX9IwA9gJF1IHXpGtQakEh6SZAMEJgbMpfFV6qty0aYrtaTqIUZxD8gb7ynE8LQuAcLMJZi7nVMterVXbFcaOVK7i3Iy0mGOBku2bZ18rCYAUmWVD/s256/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHcxzkcR06WJ2zSJJE6U4Kwgg-IiaXX9IwA9gJF1IHXpGtQakEh6SZAMEJgbMpfFV6qty0aYrtaTqIUZxD8gb7ynE8LQuAcLMJZi7nVMterVXbFcaOVK7i3Iy0mGOBku2bZ18rCYAUmWVD/s256/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Codename MAT loads up on the ZX Spectrum</td></tr>
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The cassette inlay card did a great job of setting the scene with the following paragraph:<br />
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‘Mission: Alien termination — the desperate plan to place in the mind of a teenager the combined tactical skills of all the planetary leaders in the solar system. MAT is mankind’s last hope... Now your mind is MAT’s mind. Take control of the Centurion and blast off on the greatest adventure of all...'<br />
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Your task was to defend Earth and the rest of the solar system against the Myons, a race of aliens hell-bent on the destruction of the human race. A great bunch of lads.<br />
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These alien pests are planning on attacking lonely outer planet Pluto first and then working their way inwards towards Earth.<br />
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This allowed the game to be divided into 'sectors' comprising of Pluto, Neptune, Uranus, Saturn, Jupiter, Mars and Earth.<br />
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The Myons would attack a planet and attempt to reduce it to mere remnants, with the planets remains used to increase the numbers of their attacking fleet. Pretty dastardly eh?<br />
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In some cases it was actually better to destroy a planet yourself than to let it fall into Myon claws. The solar system could be viewed via the in game Solar Chart.
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi92L_wKJ5kHWZw3tpeAcxDOpNjY715Qe6fSNkAmjKA2hoFhJupjKcXYcnI1kWundp0f2wgR-zmyX19Mr4d1ccFnvLcW_XnwBn0-1EC4wymrN8ovpzs-BLcWQ-gsurjhGjM1RITb2akvj0j/s256/codenameMATearth.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi92L_wKJ5kHWZw3tpeAcxDOpNjY715Qe6fSNkAmjKA2hoFhJupjKcXYcnI1kWundp0f2wgR-zmyX19Mr4d1ccFnvLcW_XnwBn0-1EC4wymrN8ovpzs-BLcWQ-gsurjhGjM1RITb2akvj0j/s256/codenameMATearth.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Viewing Earth in Codename MAT on the ZX Spectrum</td></tr>
</tbody></table>
Once you were in a sector you could bring up a local scan of the area (unsurprisingly called the Sector scan) which gave you the position of the main planet, any satellite bodies (such as moons), positions of Myon shitps, your own defence units and positions of stargates.
<br />
<br />
Stargates were colour coded as red for outer system and cyan for inner system. Travel between sectors within a planetary system was accomplished by means of a warp gate.<br />
<br />
Moving the cursor to the desired sector and then the piloting your groovily name ship (The Centurion) through the gate which appeared in front of the craft.
<br />
<br />
Failure to achieve the transition resulted in the Centurion ending up in some other random sector.
<br />
Travel between planetary systems was accomplished by navigating through one of the two stargates in much the same way.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzD_RMAKjyf8_mLiLEUyM3ae2gC4_FIAgtAmDVJO89g7YT5HROVJ88WsByEDw4yFzcYX3Zigtocu9W4zziGijOe0XpgME1Z2U90Uc1x-SeNSEu8rFbqRd-J1_q5G5urEFPTzy1GkqQLUI4/s256/codenamematSectorScan.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzD_RMAKjyf8_mLiLEUyM3ae2gC4_FIAgtAmDVJO89g7YT5HROVJ88WsByEDw4yFzcYX3Zigtocu9W4zziGijOe0XpgME1Z2U90Uc1x-SeNSEu8rFbqRd-J1_q5G5urEFPTzy1GkqQLUI4/s256/codenamematSectorScan.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Codename MAT sector scan</td></tr>
</tbody></table>
If all of this wasn't enough you were also equipped with a long-range scan. It must be said that the long range scan was mighty impressive at the time because it represented space in a 3D global view. It was quite hard to get your head around it but it was damn futuristic.<br />
<br />
In fact, the game really opened up once you had mastered the many scanners and instruments in the game.<br />
<br />
There was a lot to learn and even the instructions themselves were pretty daunting, but once you had mastered object range, forward and reverse view, tracking computer and the variety of enemy ships you could really start playing the game properly.<br />
<br />
The Myon attack commenced as soon as the game had started. Combat with the enemy was quite realistic for the time too; Your craft's instrumentation was vulnerable to damage, which could leave you blind or with limited engine functionality.
<br />
<br />
If you were badly damaged you could initiate repairs by moving into a stationary orbit around a planet, which would then result in a drone coming up to meet you to refuel and repair all damage to your craft.
<br />
<br />
Again, to add further depth to the game you could choose to play it with full strategy options (Commander mode) which also put you in control of Planetary Defence Fleets.
<br />
<br />
These fleets could be moved around and used to help in the battle to great effect, opening up a whole tactical battle mixed with <b>arcade action</b>. I suppose in a way it was a precursor to the likes of the <a href="http://retrobrothers.hubpages.com/hub/BestPCGames">PC Classic</a> Homeworld.<br />
<br />
<u>On Release:</u><br />
As previously mentioned this game was met with high acclaim. To be fair you did have to invest a lot of time into it before being fully rewarded but once you got the hang of the many controls it was a very enjoyable and quite original gaming experience. It was a big hit for Micromega and went on to spawn a sequel later the same year.<br />
<br />
<u>The Test Of Time:</u><br />
For me this is a real <b>classic retro game</b> from 1984. The level of involvement you could feel was quite special back then and in many ways it was a bit of a ground-breaker. Of course by today's standards it is quite simple and limited but there is till some fun to be had. Especially if you line yourself up in front of a planet and blow it away for no good reason!<br />
<br />
We recommend getting hold of the real hardware - but if not then download a <a href="http://retrobrothers.hubpages.com/hub/Spectrum-emulator">ZX Spectrum emulator</a> and download Codename MAT for the ZX Spectrum. Alternatively you could try and <b>play</b> it <b>online</b>.<br />
<br />
GENRE: <b>Arcade Strategy Game</b><br />
RELEASE DATE: 1984<br />
RELEASED BY: Micromega<br />
DEVELOPER(S): <a href="http://retrobrothers.hubpages.com/hub/Crash-Magazine">Derek Brewster</a><br />
PRICE: £6.95 - UK
<br />
<br />
<b>Classic Gaming</b> with Codename MAT:<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="//www.youtube.com/embed/aHLrPYvPrdo" width="420"></iframe>
<br />
<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com12tag:blogger.com,1999:blog-514216236786477731.post-13838916580197362013-05-29T14:21:00.002+01:002013-05-29T14:25:24.135+01:00ZX Spectrum Games - The Empire Fights Back - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/05/zx-spectrum-games-empire-fights-back.html">The Empire Fights Back</a></b><br />
This <b>cult classic game</b> was yet another budget offering from the kings of cheapo <b>gaming</b>, <b>Mastertronic</b>.<br />
<br />
It was released for the ZX Spectrum in 1985 and this was around the time that the company began to shake off the 'Masterchronic' moniker and put out some playable games for a mere £1.99.<br />
<br />
I remember picking this one up from the budget stand in Kingmoor post-office and getting a fair amount of playing time out of it. It has to go down as having one of the most misleading titles and pieces of cover art ever though!<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOdQfnGCKvDbvqhy0drkwblTjo7cevTM_QJ5R_l_Q-ZqsPwSuwgiikuhpYk6MhsB10vNuS9HW-gfKUBz8EoV_ri6W_B8pkZiKQ16Q8wJON9Fd0HvHYcRoSt9_1bNmZRyDXSh2GorYJGaIH/s1600/EmpireFightsBackThe.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="199" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOdQfnGCKvDbvqhy0drkwblTjo7cevTM_QJ5R_l_Q-ZqsPwSuwgiikuhpYk6MhsB10vNuS9HW-gfKUBz8EoV_ri6W_B8pkZiKQ16Q8wJON9Fd0HvHYcRoSt9_1bNmZRyDXSh2GorYJGaIH/s320/EmpireFightsBackThe.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Empire Fights Back cassette sleeve looked awesome </td></tr>
</tbody></table>
So, the game has nothing to do with Star Wars and has little to do with flying through space in a cool looking ship taking on the might of the so-called Empire. In fact, you were on the side of the empire who were actually 'the good guys'.<br />
<br />
As the story in the inlay went...<br />
'Three intergalactic wars during the past millenium have weakened the Empire
which is now fighting to regain it's power and status.
A rebel colony of mutants have taken over an old warship and are seeding
the galaxy with deadly space mines in an attempt to gain control over the
Empire.
You have been selected to pilot the miniature space craft 'Air Wolf 2000'
and must enter the massive space mines to disable their control cores.
Unfortunately, you have limited energy, so during your trips to the space
mines try to avoid contact with the meteorites and stay on course (centre
of the radar scanner). Inside the mines you must control your own robot
and can only survive by understanding the movement patterns of the service
drones.
Select which of the five mines to tackle first but beware of the fifth,
it is linked to the other four and you need to conquer these first to
open all channels.'<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRTqEVFqLcLnC1l7S9F_iCSfz1F0SvWnb_zkuTqtIIl9WEyYduSdDUm1sdFO7etO9QtlWEpFHYIgep6-bMRX1xryVaDjYCTyuVxXCQmW-gwv6OkEGWT6KP9hbRZRLueDQPAkbCKMylN_se/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRTqEVFqLcLnC1l7S9F_iCSfz1F0SvWnb_zkuTqtIIl9WEyYduSdDUm1sdFO7etO9QtlWEpFHYIgep6-bMRX1xryVaDjYCTyuVxXCQmW-gwv6OkEGWT6KP9hbRZRLueDQPAkbCKMylN_se/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Empire Fights Back Loading Screen</td></tr>
</tbody></table>
As you can see the aim of the game is fairly simple, you must fly through space to five mines and shut them down.<br />
<br />
Parts of the fifth mine are inaccessible until you have shut down the first four meaning you have to shut down mines one to four first.<br />
<br />
What you have is an <b>arcade game</b> which consists of multiple <b>mini-games</b>.<br />
<br />
Flying through space was portrayed via a very poor 3D section which looked pretty cool in the static images on the cassette sleeve. Seeing those graphics move soon shattered any space-bound asteroid dodging illusions you may have had though!<br />
<br />
Getting through the mines is tricky and requires plenty of patience. To get through the mines you need to find a suitable bolt-hole from where you can observe the enemy droids moving around before moving to the next suitable hidey-hole.<br />
<br />
Once you shut down the core it's time for a cuppa before heading on to the next mine. Shut down all five and you have won the battle, no doubt to return home and be given a medal by an attractive princess in front of hundreds of troops and a couple of old timers.
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWmlEjoA6rfhpiAfxvb3Biehi_HyFMl5D8hvZDasNk4uLAqA9YFnyc1S4MdI1i_YInwo9f-rHUz-8UtZrsGSF0Ctxpu_O7tZwZSnA11_2djQ15bIN_UPl2jzs-JQfvOYfOg7YQ8ULpP7Fa/s1600/showscreen+(1).gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWmlEjoA6rfhpiAfxvb3Biehi_HyFMl5D8hvZDasNk4uLAqA9YFnyc1S4MdI1i_YInwo9f-rHUz-8UtZrsGSF0Ctxpu_O7tZwZSnA11_2djQ15bIN_UPl2jzs-JQfvOYfOg7YQ8ULpP7Fa/s1600/showscreen+(1).gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The garish mine in The Empire Fights Back</td></tr>
</tbody></table>
<br />
GENRE: <b>Arcade Game</b><br />
RELEASE DATE: 1985<br />
RELEASED BY: Mastertronic<br />
DEVELOPER(S): Clive Brooker<br />
PRICE: £1.99<br />
<br />
<b>Classic Arcade Action</b>:<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/StlwWFygnPg" width="420"></iframe>
<b><br /></b>
<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b>
The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com2tag:blogger.com,1999:blog-514216236786477731.post-65728097011908599402013-03-29T13:47:00.002+00:002013-03-29T13:47:50.128+00:00ZX Spectrum Games - ZX Spectrum Programming Masterclass - Part 2<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/03/zx-spectrum-games-zx-spectrum_29.html">ZX Spectrum Programming Masterclass Part 2</a></b><br />
Just like part 1 this clip was uploaded to YouTube by Jesus Zafra.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijlDlQDe8QxLXXmwGtgml7HWQBMe8p-kkefigYffI0qTYXMsJSAkcGlQmdghsN65qUIzslF1IXyZjUp8li0LWir0fCRIB7R2XCjLiLdSnNPwAisPv0k52owQ_KTEUD-Y850xQ5s1wvZ-i_/s1600/ZX2.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijlDlQDe8QxLXXmwGtgml7HWQBMe8p-kkefigYffI0qTYXMsJSAkcGlQmdghsN65qUIzslF1IXyZjUp8li0LWir0fCRIB7R2XCjLiLdSnNPwAisPv0k52owQ_KTEUD-Y850xQ5s1wvZ-i_/s1600/ZX2.JPG" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">If the Speccy says I'm cool then it must be true!</td></tr>
</tbody></table>
<br />
The video itself was first released back in 1984 to accompany the book of the same name which was published by WH Smith.<br />
<br />
This video deals with data management, simple animation, arrays and string manipulation, which handily leads into an example of a simple hangman game.<br />
<br />
This is all great stuff and contains the fundamentals of any type of programming.<br />
<br />
Take it away once again David...<br />
<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/el6pmhdbNo0" width="420"></iframe>
<br />
<b>ZX Spectrum Games</b>, <b>Arcade Games</b> and <b>Classic Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com0tag:blogger.com,1999:blog-514216236786477731.post-19679892634561760432013-03-25T12:52:00.005+00:002013-03-29T13:48:03.950+00:00ZX Spectrum Games - ZX Spectrum Programming Master Class Part1<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/03/zx-spectrum-games-zx-spectrum.html">ZX Spectrum Programming Master Class Part 1</a></b><br />
This clip was uploaded to <b>YouTube</b> by Jesus Zafra. Well done that man!<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtVdPvhXsXyaLErURZXpun6tv6assvFr4CV1lALTuOA1iK4RUnxHpWTbg7T8jQ8toPyQnd7kaVD4sX3JuBT6Z2WtJmeJdoNz3XTtlEIayC9yxHAxfWOy6qflqBqV1e6L5Y40dPHqJ9o89u/s1600/zx-sinclair-basic.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="244" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtVdPvhXsXyaLErURZXpun6tv6assvFr4CV1lALTuOA1iK4RUnxHpWTbg7T8jQ8toPyQnd7kaVD4sX3JuBT6Z2WtJmeJdoNz3XTtlEIayC9yxHAxfWOy6qflqBqV1e6L5Y40dPHqJ9o89u/s320/zx-sinclair-basic.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">We are PEEKING and POKING!</td></tr>
</tbody></table>
The video itself was first released way back in 1984 (on VHS format as I'm sure most of you will remember) just as the <b>ZX Spectrum</b> was becoming more popular me on a night out ;-).<br />
<br />
Here David Redclift explains various functions in BASIC, the layout of the good old Speccy keyboard, keyboard commands and how to access the various functions using the shift-keys.<br />
<br />
This was heavy duty programming to all of us amateur enthusiasts back in the day, and some of us (not me!) would go on to learn Z80 assembler to produce '<b>arcade</b>' quality games!<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8rifnTJI1L2NLVfqKnUU_ShuLVgq3Ay65U6a9wHZte3p_nFc0wZwI2LMBLGx2ojZC68dvCvZOiy7xeqWdMkisEPr-VTC9YYNPqnJmb4XS_KgCwyksNFhn4RauVneDjVqa7zoqXd6mn6-C/s1600/Turbo_Rubber_Ducky_Shootout.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8rifnTJI1L2NLVfqKnUU_ShuLVgq3Ay65U6a9wHZte3p_nFc0wZwI2LMBLGx2ojZC68dvCvZOiy7xeqWdMkisEPr-VTC9YYNPqnJmb4XS_KgCwyksNFhn4RauVneDjVqa7zoqXd6mn6-C/s1600/Turbo_Rubber_Ducky_Shootout.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turbo Rubber Duck Shootout</td></tr>
</tbody></table>
There is a good hours worth of instruction here. It's retro. It's fun (in a geeky kinda way) and it's well worth a watch.<br />
<br />
In fact, you may end up quite proficient in the language of Speccy BASIC after watching this. So good in fact, that your next program will probably so polished it wouldn't even have made it onto a Cascade Cassette 50 compilation. Get yer Speccy out, get typing, and get creating.<br />
<br />
Look out for Part 2 shortly!<br />
<br />
Take it away David...<br />
<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/0Tt8TmVc2h8" width="420"></iframe>
<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com0tag:blogger.com,1999:blog-514216236786477731.post-21635140116048463492013-02-27T13:03:00.002+00:002013-02-27T13:04:50.789+00:00Load ""<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/02/load.html">Load ""</a></b><br />
We all remember typing in Load "". Some of us will even remember Load "" Code.<br />
<br />
Many an evening spent tweaking your volume control, sliding your tone control another two millimetres, trying again to get your newest purchase to load.<br />
<br />
Scrap of paper, volume, tone and title noted. Your personal loading database.<br />
<br />
Well, Mr Zogue let me know of this musical composition that incorporates the famous ZX Spectrum loading sounds.<br />
<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/PLWEy59lUhc" width="560"></iframe>
<br />
Give it a listen and mess with your audio settings until you get it just right...The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com1tag:blogger.com,1999:blog-514216236786477731.post-32752403738377624872013-02-06T09:17:00.002+00:002013-02-06T09:22:39.397+00:00Spectrum Games - Zzoom - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/02/spectrum-games-zzoom-classic-zx.html">Zzoom ZX Spectrum</a></b><br />
This really is a <b>classic game</b> from the earlier years.<br />
<br />
Imagine Software (pre Ocean Software takeover) released this game way back in 1983.<br />
<br />
It was quite a revolutionary game with it's <b>3D graphics</b> and fast paced action. This is back when any sort of <b>3D</b> was pretty much visually amazing.<br />
<br />
As the ZX Spectrum became more popular this game was talked about quite a lot until 1984 when other more polished titles pushed the level of <b>arcade games</b> further.<br />
<br />
Let's take a look at an earlier classic.
<br />
<br />
<pre style="white-space: pre-wrap; word-wrap: break-word;"></pre>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLMHTYOjEIPKz3DHhOyqhwLKjHiaXo5_6i7OGjzj3WSiqIqONL0LvY1lKpLlSHURNWMdy1qJlaklWRXT9hchPE0rih17hy4vwRCPFqhZAoF3GlgdpTM6DslhT47gzod23wxsvLDT3B3vV-/s1600/download.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLMHTYOjEIPKz3DHhOyqhwLKjHiaXo5_6i7OGjzj3WSiqIqONL0LvY1lKpLlSHURNWMdy1qJlaklWRXT9hchPE0rih17hy4vwRCPFqhZAoF3GlgdpTM6DslhT47gzod23wxsvLDT3B3vV-/s1600/download.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Zzoom. It's not an ice lolly</td></tr>
</tbody></table>
The object of the game was to protect refugees (who ambled along the horizon) from enemy aircraft, tanks and submarines.<br />
<br />
Taking the first person view the game showed the viewpoint from the cockpit of your advanced fighter. For a game released in 1983 this was quite something!<br />
<br />
Along with the visual forward view you also had a radar which was basically a small scale version of the whole of the landscape.
This radar only displayed enemy to you, friendlies had to be picked up visually. It sounds really 'Top Gunny' already doesn't it?<br />
<br />
A handy counter on the console indicated how many people you had saved so far. A refugee was saved when by walking onto the screen and making it safely back off again.
Any refugees left on the horizon after each attack wave are added to your refugee counter and then the bonus was totalled up.<br />
<br />
All of these <b>arcade games</b> had bonus totals eh?<br />
<br />
Points were earned by destroying the enemy aircraft, tanks and so on. To make things seem even more futuristic an autopilot was engaged between each attack wave. This gave you a little break between levels.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipf1M5r-v4gHHutWYjWeYE63O68VLwJPg6IEV2dmXNGPYa9chHXop0-MJN2O6w4uNp_10dOh2YkRGNNX4WEUpgRrFFZotETZLTjyrSenoWSxNgXfi1xoVZd0bfeUvg0Xd9ONDkZDkT9lbx/s1600/showscreen+(2).gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipf1M5r-v4gHHutWYjWeYE63O68VLwJPg6IEV2dmXNGPYa9chHXop0-MJN2O6w4uNp_10dOh2YkRGNNX4WEUpgRrFFZotETZLTjyrSenoWSxNgXfi1xoVZd0bfeUvg0Xd9ONDkZDkT9lbx/s1600/showscreen+(2).gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dakka Dakka Boom....</td></tr>
</tbody></table>
Every time you were hit by the enemy your
shields were worn down a notch. If your shields were fully depleted and you suffered a hit then it was game over.<br />
<br />
You also had to keep an eye on your height otherwise you would find yourself crashing and burning. It was 'Goose' all over again...<br />
<br />
One aspect of the game that was a talking point was the was your little men flew up in the air majestically as they were mowed down by enemy fire. If you were feeling vindictive you could also mow them down yourself! Come on, admit it, you sometimes loaded the game up just to do this...<br />
<br />
<u>On Release:</u><br />
This <b>classic game</b> was quite highly regarded when it was released, with players praising the 3D effect and high speed action. It was generally well received and managed to gain some attention from magazines that started publishing a few months after the game had hit the high street. At £5.50 it was regarded as pretty good value for money too.<br />
<br />
<u>The Test Of Time:</u><br />
Unfortunately old father time has not been kind to this game. It has bucket loads of retro-charm but those 3D graphics really look their age. It's fun for a while but when compared to later ZX Spectrum titles it really shows it's deficiencies. Still, for a game released in 1983 it is very good.<br />
<br />
We recommend getting hold of the real hardware - otherwise download a ZX Spectrum emulator and grab Zzoom from World Of Spectrum.
<br />
<br />
GENRE: <b>Arcade Game</b><br />
RELEASE DATE: 1983<br />
RELEASED BY: Imagine Software<br />
DEVELOPER(S): Steve Bower, John Gibson, Mark Butler<br />
PRICE: £5.50
<br />
<br />
<b>3D Arcade Action</b>:<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/iS_imFCr_cA" width="420"></iframe>
<br />
<br />
<b>Arcade Games</b>, <b>Classic Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com1tag:blogger.com,1999:blog-514216236786477731.post-12015496758282414952013-01-10T13:44:00.001+00:002013-01-10T14:13:05.392+00:00Spectrum Games - Hypaball - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2013/01/spectrum-games-hypaball-classic-zx.html">Hypaball ZX Spectrum</a></b><br />
This was the second <b>computer game</b> for the good old <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">Speccy</a> by Bernie Dugggs, aka <a href="http://zxspectrumgames.blogspot.co.uk/2010/01/spectrum-games-programmer-interview.html">Doug Burns</a>.<br />
<br />
His first (<a href="http://zxspectrumgames.blogspot.co.uk/2010/02/spectrum-games-ping-pong-zx-spectrum.html">Ping Pong</a>) was an excellent conversion of the <b>Konami</b> table tennis game which goes down in history as one of the great <b>arcade conversions </b>for our beloved 8-bit machine.<br />
<br />
This <b>classic game</b> was released by Odin in 1986 and is one of the few Spectrum Games where distribution is still denied all of these years later.<br />
<br />
Like any good game from the 1980s it had a back story and synopsis to set the scene. Game on...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZzXymCLgZ5X_KZROoN3bfeK7-PT5bi9SpLllhb1xpZEfIzlPWHXRglLpIPUVx5sIyijvp2wRvzT4RQUP3WaIJmhYjJuCvqqQqDhS0-acuHCGLzhJpgciCZVnv3NrRXIQOo_-85SGqFCO8/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZzXymCLgZ5X_KZROoN3bfeK7-PT5bi9SpLllhb1xpZEfIzlPWHXRglLpIPUVx5sIyijvp2wRvzT4RQUP3WaIJmhYjJuCvqqQqDhS0-acuHCGLzhJpgciCZVnv3NrRXIQOo_-85SGqFCO8/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The minimalist loading screen works well</td></tr>
</tbody></table>
<span style="white-space: pre-wrap;">The inlay instructions proudly tell us:</span><br />
<span style="white-space: pre-wrap;">'<i>Beyond field sport, deep into the future of mankind, lies the greatest team </i></span><span style="white-space: pre-wrap;"><i>game in the known Universe - Hypaball</i>.'</span><br />
<span style="white-space: pre-wrap;"><br /></span>
<span style="white-space: pre-wrap;">You begin the game picking your players for your team which are called 'The Hawks". Each player has a different name and attributes such as speed, strength and so on; so the selection does make a small difference to the actual <b>gameplay</b>.</span><br />
<span style="white-space: pre-wrap;"><br /></span>
<span style="white-space: pre-wrap;">Once you have made your selections (it's a bit like picking teams in 5-a-side!) it is onto the game proper to do battle with the no doubt evil Vipers and try to win the Odin Super Cup.</span><br />
<span style="white-space: pre-wrap;"><br /></span>
<span style="white-space: pre-wrap;">The game takes place in the ultra-cool sounding 'Hypa-Dome', played against the clock, with each team trying to outscore the other.</span><br />
<span style="white-space: pre-wrap;"><br /></span>
<span style="white-space: pre-wrap;">The 'goal' is basically a moving box on a central column which is constantly shifting upwards and downards on it's vertical axis. </span><br />
<span style="white-space: pre-wrap;"><br /></span>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlaoJCAchg1QIBfhqUezlAzDzb7zuRBOcirn59tpkW9VK2GuUGz2T9H979Ue4UVlIPU9FELSVcbLQYzdddocrMYvJn7eI1GIg9npMv5w87pF81ibktDkaSBP9pW8ywy7MObgvTkzl0AbWM/s1600/showscreen+(1).gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlaoJCAchg1QIBfhqUezlAzDzb7zuRBOcirn59tpkW9VK2GuUGz2T9H979Ue4UVlIPU9FELSVcbLQYzdddocrMYvJn7eI1GIg9npMv5w87pF81ibktDkaSBP9pW8ywy7MObgvTkzl0AbWM/s1600/showscreen+(1).gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I'm hypa just thinking about it!</td></tr>
</tbody></table>
<span style="white-space: pre-wrap;">Hitting it is by no means easy and the ball bounces around the arena pretty quickly, moving from one side of the screen to another (in a wrap-around styleeee) and of course bouncing off the walls and 'ceiling' of this hypa-arena, the hypa-most of hypadomes.</span><br />
<span style="white-space: pre-wrap;"><br /></span>
<span style="white-space: pre-wrap;">The winners of the game are (unsurprisingly) the team with the highest score at the end of the match.</span><br />
<span style="white-space: pre-wrap;"><br /></span><span style="white-space: pre-wrap;">The game itself is quite fun due to the nicely implemented ball physics and once you get the hang of it you can pre-empt where the ball is going to appear.</span><br />
<span style="white-space: pre-wrap;"><br /></span>
<span style="white-space: pre-wrap;">As I said scoring points is a difficult task, but with a bit of practice you can judge your throws quite well and it is possible to score from different angles and areas of the screen.</span><br />
<span style="white-space: pre-wrap;"><br /></span>
<span style="white-space: pre-wrap;"><u>On Release:</u></span><br />
<span style="white-space: pre-wrap;">This is a game that met with a pretty lukewarm reception when it was released back in the day. <a href="http://retrobrothers.hubpages.com/hub/Crash-Magazine">Crash magazine</a> were pretty harsh when they reviewed it - a little unfairly in my opinion. Still, it is fair to say that this game was not up to the high standards set by the mighty Ping Pong, and at £9.99 it was overpriced.</span><br />
<span style="white-space: pre-wrap;"><br /></span>
<span style="white-space: pre-wrap;"><u>The Test Of Time:</u></span><br />
<span style="white-space: pre-wrap;">This is a <b>classic game</b> that is okay for a quick play and a bit of perseverance pays off. There are some nice ideas in here and if it had some extra features such as different ways to accumulate points, powerups, player boosts and so on it would have really been something special. Two player mode can be quite fun too, I got more out of it playing against Brian than I did against the Speccy. It could also be considered a cultural predecessor to the mighty Speedball and even mightier <a href="http://amiga-games.blogspot.co.uk/2010/03/amiga-games-speedball-2-commodore-amiga.html">Speedball II</a>.</span><br />
<br />
We recommend getting hold of the real hardware - and this game is not available for download online.<br />
<br />
GENRE: <b>Arcade Game</b><br />
RELEASE DATE: 1986<br />
RELEASED BY: Odin<br />
DEVELOPER(S): Doug Burns<br />
PRICE: £9.99
<br />
<br />
<b>Classic Arcade Action</b>:<br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/p7Ol8v8PoEk" width="420"></iframe>
<br />
<br />
<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com3tag:blogger.com,1999:blog-514216236786477731.post-50666691478257816532012-12-20T14:49:00.004+00:002012-12-20T14:52:53.294+00:00Spectrum Games - Santa's Xmas Caper - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2012/12/spectrum-games-santas-xmas-caper.html">Santa's Xmas Caper ZX Spectrum</a></b><br />
Well there is only five days to go until we can unwrap our pressies on Christmas morning before getting stuck into far too much food and drink.<br />
<br />
So in the spirit of things I have decided to take a look at a <b>classic game</b> I actually never played back in the day; Santa's Xmas Caper.<br />
<br />
Released in 1991 by Zeppelin Games LTD this is from the twilight era of <b>ZX Spectrum gaming</b>, as by this point most of us had switched to a 16-bit machine.<br />
<br />
Looking at it you would never guess though; you would be forgiven for thinking this was an effort from 1982 or 1983. Yep, it really is that much of a turkey.<br />
<br />
The whole 'plot' revolves around Santa's Christmas pudding which has been spiked by some evil pixies. The jolly rouge one has to go and recover from said pudding and is in no fit state to pilot the sleigh. Believe me you will have to recover from playing this game too - it will still haunt you well into new year.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLBNIDYKyyY-s_MFteBgPIGQIFLBAMWVT8hkG6nhG8LJdMG5Eb4wjHpyLSoYKV5m4sGny436o3wVOSnFSL8cLOVU9D1Th8qPMqe4sJ7nNJTgVp2v83h2UUggDVex2dDvWQSIMD-O8GaHhO/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLBNIDYKyyY-s_MFteBgPIGQIFLBAMWVT8hkG6nhG8LJdMG5Eb4wjHpyLSoYKV5m4sGny436o3wVOSnFSL8cLOVU9D1Th8qPMqe4sJ7nNJTgVp2v83h2UUggDVex2dDvWQSIMD-O8GaHhO/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ho Ho 'crap game for Christmas' Ho</td></tr>
</tbody></table>
<br />
Anyway, Santa is out of action so this is where you (the player) comes in, for just one day you'll have to take over and make sure that all of the kids presents are delivered on time.<br />
<br />
In <b>classic gaming</b> style there are three levels to get through before you can go home, put your feet up and tuck into a mince pie and a large drop of advocaat.<br />
<br />
First up is Lapland; You've got to pick up the sleigh and get all those lovely gifts delivered. But... Those pixies are still feeling a bit evil and they have amassed a stockpile of toy trains and trumpets to throw at you. (honest!)<br />
<br />
Get past this and you will be flying over the Atlantic where you meet up with a few scientists who don't believe in Santa. Thinking you to be some sort of alien, they try to take you out with death-rays. All nice and Christmassy so far.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcEUXBSTXKXob5N0KMiLmHAf3iKhlqtB85dIZ2q0pJy-YQrA-kkVqZfB8C7vcbMLv4ALyk4cGnUwMe4CLT4O2WFPcYxUNCg1CQG0khz7GBb4EJLs_N6EHqMP38ZlP5RMJGXc61mK1_-Ih7/s1600/showscreen+(1).gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcEUXBSTXKXob5N0KMiLmHAf3iKhlqtB85dIZ2q0pJy-YQrA-kkVqZfB8C7vcbMLv4ALyk4cGnUwMe4CLT4O2WFPcYxUNCg1CQG0khz7GBb4EJLs_N6EHqMP38ZlP5RMJGXc61mK1_-Ih7/s1600/showscreen+(1).gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">It's trippy alright. Check out those crap graphics...</td></tr>
</tbody></table>
<br />
During play you should collect all the little Santas and glasses of wine that fly by. These are presents and in the final level you have to drop them down various chimneys. Ho hum it's full of festive fun.<br />
<br />
Except it isn't. This is one of the laziest pieces of programming on the Speccy I have ever seen. The graphics are disproportioned and laughable, the gameplay is mind-blowingly awful and it will leave you cursing the most wonderful time of the year.<br />
<br />
To top it all off they couldn't even get the music in tune. Unforgiveable, and it's a bog standard beeper effort too.<br />
<br />
All in all I would say this is one to avoid. Do not ruin any part of Christmas by playing this game.<br />
<br />
Cheers all and Merry Christmas!<br />
<br />
Santa goes on his caper, the poor bugger:
<br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/VLmM9pIEsPM" width="420"></iframe>
<br />
<b>Classic Games</b>, <b>Arcade games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com3tag:blogger.com,1999:blog-514216236786477731.post-35808536910378052912012-11-09T16:48:00.000+00:002012-11-09T16:48:34.091+00:00Spectrum Games - Glass - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2012/11/spectrum-games-glass-classic-zx.html">Glass ZX Spectrum</a></b><br />
Glass was a <b>3D arcade game</b> released for the <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">ZX Spectrum</a> by the always cool sounding Quicksilva back in 1985.<br />
<br />
Paul Hargreaves has a pretty impressive list of Spectrum games to his name, and this one was pretty highly regarded when it was released the summer of my thirteenth year.<br />
<br />
With it's impressive sounding title, fast moving 3D graphics and decent back story this is a <b>classic game</b> that did have a bit of a 'wow factor' back in the day.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI1t6leO7LsRdSY0fq95l3RMEJiYCjqXXRBLJTDadBeHs-z17CxAZzhyhDe_pW2-hh9TWwcjFO1NAhQf9oEpbTNhMjaqUnoZnHnWfDjSmVCExLVyMqAm8_IxBini18wSbsAmusBtbMGwGO/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI1t6leO7LsRdSY0fq95l3RMEJiYCjqXXRBLJTDadBeHs-z17CxAZzhyhDe_pW2-hh9TWwcjFO1NAhQf9oEpbTNhMjaqUnoZnHnWfDjSmVCExLVyMqAm8_IxBini18wSbsAmusBtbMGwGO/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Effective Loading Screen</td></tr>
</tbody></table>
Glass actually stood for Ground Level Alien Strike Simulator, meaning the game was based on your training to take out three enemy cities.<br />
<br />
The back story to set the scene had you training to be a combat-ready star-fighter pilot, gaining the skills to take out these aforementioned enemy cities.<br />
<br />
This simulator took you through a series of
screens, with each acting as a mini-game in itself.<br />
<br />
The games varied between sections with simulations in destroying outer radar defences, smashing the pseudo-conscious Metalliks (great names!),
all the while keeping your shield level up.<br />
<br />
If your shields were expended you could still continue in game with zero score if you so desired.<br />
<br />
If you managed to fly the plains of Glass and reach the cities you were then able to deploy a nuclear missile and watch it evaporate in all it's de-pixelating glory!.<br />
<br />
The score achieved also set your crew status level, with fourteen levels of excellence
to pass through.<br />
Only the best could reach the level of 'Game Lord'.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9xihCT-58-CsiraW9cUcAjys7h0Jl-p3eCJgIJi0Dp8du-cilLm9jKPU5u5nI_47U2yZQokNTjUriwEdKyMqJkSnzc2tH04OAHgwSBGr_7wIQdQcO5cww4QY1vNOAskORiktQSgBEnLtz/s1600/showscreen+(1).gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9xihCT-58-CsiraW9cUcAjys7h0Jl-p3eCJgIJi0Dp8du-cilLm9jKPU5u5nI_47U2yZQokNTjUriwEdKyMqJkSnzc2tH04OAHgwSBGr_7wIQdQcO5cww4QY1vNOAskORiktQSgBEnLtz/s1600/showscreen+(1).gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Nice Reflection Effect</td></tr>
</tbody></table>
This game was released when 3D graphics were still revolutionary enough to cause a stir in the gaming world.<br />
<br />
The sprites move towards you at a fast lick and the reflection effect on the glass surface is, for the time, pretty damn nifty.<br />
<br />
Some stages play better than others. The avoiding towers sub game is reminiscent of the <b>classic game</b> <a href="http://zxspectrumgames.blogspot.co.uk/2009/05/zx-spectrum-games-3d-deathchase.html">Deathchase</a> and it is still fun even today to weave your way through them at a rapid pace. The towers move towards you at breakneck speed without flicker, all the while reflected on the planet surface.<br />
<br />
The other sub-games are fun in their own right but they do become repetitive quite quickly as they are often re-workings of the same game featuring a different set of sprites.<br />
<br />
When the final city is revealed it does look quite impressive and it almost a shame to nuke it!<br />
<br />
All in all this is a decent enough game. It scored highly in <a href="http://retrobrothers.hubpages.com/hub/Crash-Magazine">Crash Magazine</a> but fell slightly short of the coveted Smash award, which for seems just about right.<br />
<br />
Funnily enough 3D games on <a href="http://retrobrothers.hubpages.com/hub/8-bit-to-16-bit">8-bit machines</a> tend to have aged more than other gaming genres, and this one falls into the same bracket I feel.<br />
<br />
All in all, this was a pretty decent shooter that was technically pretty impressive. Oh, I'm loving the between game 'cut scene'. Very slick.<br />
<br />
GENRE: <b>3D Arcade Game</b><br />
RELEASE DATE: Summer of 1985<br />
RELEASED BY: Quicksilva<br />
DEVELOPERS: Paul Hargreaves<br />
PRICE: £7.99 (UK)<br />
<br />
Marvel at a rapid moving slice of <b>Arcade Action</b>...<br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/vKuwGLVw7ms" width="420"></iframe>
<br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/TJyhWpJW1FA" width="420"></iframe>
<br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/jr5LSnjvAwk" width="420"></iframe>
<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com2tag:blogger.com,1999:blog-514216236786477731.post-20222664413365176192012-09-12T09:28:00.001+01:002012-09-14T15:13:52.668+01:00Spectrum Games - Rolling Thunder - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2012/09/spectrum-games-rolling-thunder-classic.html">ZX Spectrum Rolling Thunder</a></b><br />
This classic title was a very popular <b>arcade game</b> back in the day and home computer conversions were par for the course in the 1980s.<br />
<br />
Namco's game was released in 1986 and the <a href="http://retrobrothers.hubpages.com/hub/ZX-Spectrum-memories">ZX Spectrum</a> version arrived in 1988 courtesy of good old US Gold and Tiertex.<br />
<br />
As far as side scrolling platform <b>arcade games</b> go, <a href="http://retrobrothers.hubpages.com/hub/Rolling-Thunder-Arcade-Game">Rolling Thunder</a> was up there with the likes of <a href="http://retrobrothers.hubpages.com/hub/Green-Beret-Arcade-Game">Green Beret</a> in terms of playability and fast paced action. But could it be converted to the Speccy successfully?<br />
<br />
Let's take a look...
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWgZ_703SbAv7taRjnNWHGLCwIBlZ7Q7ZCNNWLMc4BgFPvsycQnIX4M4csDFiK4Accn3S2rI1GdbQ_GuTIOB9p_GIzxDbgVaS-hqc0Shy01-uqAvyprszLQlNWhvGC-XJYc2pQ23mxcS3T/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWgZ_703SbAv7taRjnNWHGLCwIBlZ7Q7ZCNNWLMc4BgFPvsycQnIX4M4csDFiK4Accn3S2rI1GdbQ_GuTIOB9p_GIzxDbgVaS-hqc0Shy01-uqAvyprszLQlNWhvGC-XJYc2pQ23mxcS3T/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Rollin' Rollin' Rollin'....</td></tr>
</tbody></table>
Like any <b>classic game</b> there was a back story to accompany the action...<br />
<br />
The player took control of a spy (codenamed Albatross), a member of the WCPO's (World Crime Police Organization) also known as 'Rolling Thunder'.
<br />
<br />
Your mission was to save a missing female agent named Leila Blitz from a secret organisation named 'Geldra' who were plotting evil schemes in down town New York.
<br />
<br />
The game was a multi-directional scrolling affair with an upper and lower level for the player to negotiate.
Usually you were able to leap between the top 'balcony' platform and ground floor on the game screen at will, with certain parts designed to keep you placed in the topmost or bottom part of the screen.<br />
<br />
To make matters more difficult there were hundreds of evil hooded henchmen to take care of, with some of them popping out at you through doors and seemingly appearing from the woodwork.<br />
<br />
In a cool twist though it was possible for you to go into these doors (sort of 'into' the screen) to hide for a moment and in some cases pick up weapons power-ups.
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfa3rg878jrWM0qVGFuyPE9HCIcoB1eQmeqIX6wNVKGmY5m2bejiQNiLFqsyThuFf-pXYIx6vVS4ObTf-_iuABLpQSM6L9RhSP3KjvWILCYESckzVIugqXbja6uu49E3Xz1mstw9cfldYi/s1600/Rolling-thunder-zx-spectrum.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="269" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfa3rg878jrWM0qVGFuyPE9HCIcoB1eQmeqIX6wNVKGmY5m2bejiQNiLFqsyThuFf-pXYIx6vVS4ObTf-_iuABLpQSM6L9RhSP3KjvWILCYESckzVIugqXbja6uu49E3Xz1mstw9cfldYi/s320/Rolling-thunder-zx-spectrum.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hooded Henchmen Everywhere!</td></tr>
</tbody></table>
With ten levels to play through, automatic sentry guns to evade, pools of lava to leap and piles of boxes to climb this was a game that was by no means a pushover.
<br />
<br />
It should be noted that there were varying enemies to face too; some of them required multiple hits to dispatch and some would try to walk right up to you and beat you to death!
<br />
<br />
As usual for games of this ilk there was a boss to defeat (the mighty 'Mabu' - the man behind the crime!) if you finally made it to the end. Beat him and you beat the game.<br />
<u><br /></u>
<u>On Release:</u><br />
This game had been pretty popular down the <b>amusement arcades</b> and was one that I put a fair few ten pence's into. The <b>ZX Spectrum</b> version was met with mixed enthusiasm and it was pretty much regarded as being too tough to play. The scrolling was not really up to par (especially when you look at the likes of <a href="http://zxspectrumgames.blogspot.co.uk/2009/05/zx-spectrum-games-green-beret.html">Green Beret</a>, <a href="http://zxspectrumgames.blogspot.co.uk/2009/09/zx-spectrum-games-cobra-zx-spectrum.html">Cobra</a> and <a href="http://zxspectrumgames.blogspot.co.uk/2009/07/zx-spectrum-game-uridium-zx-spectrum.html">Uridium</a>) and this affected the playability greatly. For a game released in 1988 the sound effects are well below par, and the catchy tune that accompanies the arcade version is missing. I for one was a little disappointed in this conversion as it did not quite capture that magic of the arcade original; it was merely a decent enough game that could have been great.<br />
<br />
<u>The Test Of Time:</u><br />
When you play this again you really notice the below par scrolling (it's not rubbish but it's not great either) and the jerkiness of the enemy sprites. There is a lack of detail in the backgrounds too. I like the fact that they went monochromatic in style but the environments lack depth. Overall not bad, but if like me, you are a fan of the original game then you probably will be left feeling a little on the empty side.<br />
<br />
We recommend getting hold of the real hardware - but if not then download a ZX Spectrum emulator and download Rolling Thunder for the ZX Spectrum. Alternatively you could try and <b>play</b> it <b>online</b>.<br />
<br />
GENRE: <b>Arcade Game</b><br />
RELEASE DATE: 1988<br />
RELEASED BY: US Gold Software<br />
DEVELOPER(S): Tiertex<br />
PRICE: £8.99 - UK<br />
<br />
You called down the thunder...<br />
<br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/7lVVfi2qZcw" width="420"></iframe>
<br />
<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com5tag:blogger.com,1999:blog-514216236786477731.post-53565211773876527152012-06-28T15:22:00.001+01:002012-06-28T15:44:48.760+01:00Spectrum Games - Odyssey 1 - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2012/06/spectrum-games-odyssey-1-classic-zx.html">Odyssey 1 ZX Spectrum</a></b><br />
This <b>classic game</b> is a real golden oldie from good old Perfection Software who comprised of duo Tim Williams and Chris Jones, who were also responsible for other great games such as <a href="http://zxspectrumgames.blogspot.co.uk/2009/06/zx-spectrum-game-fahrenheit-3000-zx.html">Fahrenheit 3000</a>, Blockbusters and <a href="http://zxspectrumgames.blogspot.co.uk/2009/08/zx-spectrum-games-turtle-timewarp-zx.html">Turtle Timewarp</a>.<br />
<br />
You may remember we managed to Catch up with <a href="http://zxspectrumgames.blogspot.co.uk/2009/09/zx-spectrum-games-programmer-interview.html">Chris Jones</a> about three years ago who gave us many fascinating insights into the <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">ZX Spectrum</a> <b>gaming </b>scene at the time.<br />
<br />
This is a real <b>old school arcade game </b>from the early days of the machine that still has an air of simple playability to it, even after all these years.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio5PYcvu-XGGdszTH9YYC5JpBI2oIGI7K-NAtg8nDcv7w1oBMoOdQimYYzhXbFuqj2DVEcPtCwSjdUrP0QkZHHVGDQd8pV2X1DaSZ2dfpoLxdnhhtYtj29i3nxeHIYjqpA_zbobSnL4Rvu/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio5PYcvu-XGGdszTH9YYC5JpBI2oIGI7K-NAtg8nDcv7w1oBMoOdQimYYzhXbFuqj2DVEcPtCwSjdUrP0QkZHHVGDQd8pV2X1DaSZ2dfpoLxdnhhtYtj29i3nxeHIYjqpA_zbobSnL4Rvu/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Check out the retro loading screen</td></tr>
</tbody></table>
There was an actual backstory to this game which went along the lines of...<br />
Two warring planets named Panos and Riggos.<br />
<br />
After a period of relative peace it turns out that Riggos has been making preparations for a final, all-out attack on Panos. Now it is the duty of Algorth, (an incredible fighting man-machine) to protect the Star-gate, situated just outside the atmosphere of Panos, as this vortex of four quadrants will be where the Riggosians launch their attacks!<br />
<br />
Mopping the sweat from my brow as I type.... :-)
<br />
<br />
It is likely that Riggos will first strike with the dreaded Blind Mutons, sound-sensitive creatures that destroy everything that moves! Algorth must totally annihilate this first wave in order to have sufficient time to return to Panos to take command of Odyssey 1, a mobile battle station.
<br />
<br />
The awesome Astro-fleet will arrive all too soonafter the Mutons. You must take great care, for every ship that is destroyed utilises a re-energy conversion technique which changes the wreckage into a deadly regenerating missile aimed directly at Odyssey 1!
<br />
<br />
But even if the Astro-fleet is destroyed, you cannot rest easy as the Riggosians will themselves come to Panos.
<br />
<br />
These desperate pterodactyl-like creatures of incredible ferocity are to be feared most of all. No-one has ever faced the Riggosians before...<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNDSOULZ41K26c90fZtBF1pcEKzQxJ4tCeveoce1_2kSroau3o4Zz2Y0O5oGJabwZvZIgeA7n-EaYapPBbQMpSvLxHVNDUOIg0twG1oVTU2CuxudZwCsNXoyH8cpDyLnbsOW1BX9Mzpvux/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNDSOULZ41K26c90fZtBF1pcEKzQxJ4tCeveoce1_2kSroau3o4Zz2Y0O5oGJabwZvZIgeA7n-EaYapPBbQMpSvLxHVNDUOIg0twG1oVTU2CuxudZwCsNXoyH8cpDyLnbsOW1BX9Mzpvux/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">It looks simple but it plays nicely</td></tr>
</tbody></table>
As you can probably tell from the back story this, <b>classic game</b> is a three-part mixture of <b>arcade games </b>which is enough to test the skills and reflexes of most shoot em up freaks.<br />
<br />
Phase 1 is very similar to the <b>arcade classic</b> Berserk, with your man battling it out four rooms filled with aggressive robots. He can move in any direction with rotational controls, go forward and fire up or down at will.<br />
<br />
Completing this screen plonks you in an <a href="http://zxspectrumgames.blogspot.co.uk/2009/10/zx-spectrum-games-arcadia-zx-spectrum.html">Arcadia</a> type situation where wrap around squadrons of alien ships fly overhead dropping missiles on you. Once dropped, the missiles also wrap around vertically, gradually filling the screen with alien ordinance!<br />
<br />
Screen 3 pits you against those pesky pterodactyl-like creatures which swoop down towards you (rather nicely for a 1983 game I might add).<br />
<br />
Beat these dudes and the battle is won!<br />
<br />
<u>On Release:</u><br />
The general feeling was that this was a surprisingly difficult and <b>addictive game</b> to play. The graphics lacked size and detail but the machine code programming (remember this is 1983) allowed everything work extremely well. The game-play flowed along nicely and the small sprites moved around the screen smoothly<br />
<br />
<u>The Test Of Time:</u><br />
Well this really is one of those oldies that just oozes charm in spades. As a fan of both Arcadia and Berserk this game hits the spot for me. Really simple, really old school, really playable.<br />
<br />
We recommend getting hold of the real hardware - but if not then download a <a href="http://retrobrothers.hubpages.com/hub/Spectrum-emulator">ZX Spectrum emulator</a> and download Odyssey1 for the ZX Spectrum. Alternatively you could try and <b>play</b> it <b>online</b>.<br />
<br />
GENRE: <b>Arcade Game</b><br />
RELEASE DATE: 1983<br />
RELEASED BY: Perfection Software<br />
DEVELOPER(S): Tim Williams, Chris Jones<br />
PRICE: £5.50 - UK<br />
<br />
<b>Classic Games, Arcade Games </b>and<b> ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com2tag:blogger.com,1999:blog-514216236786477731.post-86842329090869322352012-04-20T16:14:00.001+01:002013-06-06T11:56:29.404+01:00Spectrum Games - Kung Fu Master - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.co.uk/2012/04/spectrum-games-kung-fu-master-classic.html">Kung Fu Master ZX Spectrum</a></b><br />
Argh! And I'm not making any martial arts type noises there either.<br />
<br />
This <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">ZX Spectrum</a> version of the <b>classic arcade game</b> was released by US Gold in 1986. It turned out to be completely shit.<br />
<br />
The <b>arcade game</b> had been a huge hit, and conversions to pretty much all of the home computers of the era was pretty much guaranteed.<br />
<br />
Many conversions of arcade originals or movie tie-ins tended to be quick rush jobs intended to cash in on their popularity; alas this game turned out to be one of those.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinHfWrOrRkDFTAveG2X1OQrjPLoMdGKsO7jGoXRQf_L7FUDa9I5cQK5FZBZjLP_-yKPz89wLBASFWBdBVhS_kjsFSZhYROBsZnHYTfIy9JxjHrKVFJg6DIW6bgmTGYF7VMUY961WuHVYcS/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinHfWrOrRkDFTAveG2X1OQrjPLoMdGKsO7jGoXRQf_L7FUDa9I5cQK5FZBZjLP_-yKPz89wLBASFWBdBVhS_kjsFSZhYROBsZnHYTfIy9JxjHrKVFJg6DIW6bgmTGYF7VMUY961WuHVYcS/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Loading Screen Is As Good As It Gets</td></tr>
</tbody></table>
The thing about this game is the fact that it was pretty limited and repetitive, mainly because there were only two attacking moves to make (punch and kick), as well as jump and duck. The <b>arcade </b>version got away with it due to it's colourful graphics, decent sound effects, excellent backing music and fast paced action.<br />
<br />
The Spectrum version, despite being released in 1986 just reeks of 1983. The scrolling, the graphics, the animation, the collision detection... all were unacceptable by 1986.<br />
<br />
There is little playability in here and using your punches and kicks is an exercise in guesswork.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOx239UFcwLyirsxPjPRQ4EZN18vxo813UYWzADUoVnQy6UfkMC9zglsRu9bykEzkdFFBZ-ZzDsM3F9N2vZsRlhUj6aLbtJ3gRqshaiQS3fPmwWWhNSA544J_czDz69B4s-G9KyqvvzCk-/s1600/showscreen+(1).gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOx239UFcwLyirsxPjPRQ4EZN18vxo813UYWzADUoVnQy6UfkMC9zglsRu9bykEzkdFFBZ-ZzDsM3F9N2vZsRlhUj6aLbtJ3gRqshaiQS3fPmwWWhNSA544J_czDz69B4s-G9KyqvvzCk-/s1600/showscreen+(1).gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Stay Back Or I Will Blind Your Eyes With Crappy Graphics</td></tr>
</tbody></table>
<br />
In a deviation for the original the screen uses the flick-scroll method to move the action along, whereas the <b>arcade </b>version used continues push scrolling.<br />
<br />
On top of all of this the in-game music is absolute torture - and I mean torture. I think the developers must have realised how bad the game was and just stuck it in there for a laugh or a distraction. It is even worse than listening to a Celine Dion album on endless repeat - that's just how bad the in-game music is.<br />
<br />
All in all this game is a load of old cack. Anyone who played it back then will probably still shudder at the thought of it. Nice loading screen though.<br />
<br />
We recommend getting hold of the real hardware - but if not then download a <a href="http://retrobrothers.hubpages.com/hub/Spectrum-emulator">ZX Spectrum Emulator</a> and download anything but Kung Fu master! Alternatively you could try and play something else online.<br />
<br />
GENRE: <b>Arcade Game</b> (Beat Em Up)<br />
RELEASE DATE: 1986<br />
RELEASED BY: US Gold<br />
DEVELOPER(S): David J Anderson (loading screen by F David Thorpe)<br />
PRICE: £7.95 -UK <br />
<br />
Quick cash-in conversions are the order of the day....<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/A7qQO43SDN0" width="420"></iframe>
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<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com4tag:blogger.com,1999:blog-514216236786477731.post-86990139107079143022012-03-02T16:06:00.000+00:002012-03-02T16:21:09.741+00:00Spectrum Games - Dark Star - Classic ZX Spectrum game<b><a href="http://zxspectrumgames.blogspot.com/2012/03/darkstar-zx-spectrum-this-retro-classic.html">Darkstar ZX Spectrum</a></b><br />
This retro classic is one of the finest ever vector graphics <b>arcade games</b> to grace the <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">ZX Spectrum</a> (or any other 8-bit micro for that matter).<br />
<br />
This <b>classic game</b> was released at the tail end of 1984 and was met with universal praise from pretty much everyone; and with good reason too.<br />
<br />
Design Design were one of the more 'wacky' software houses during the 8-bit era and their games were usually of high quality, slightly quirky, supremely slick and full of hidden features.<br />
<br />
In fact I have a feature that goes more in-depth to the hidden gems to be found in this game <a href="http://retrobrothers.hubpages.com/hub/Dark-Star-Cheat-Codes">here</a>.<br />
<br />
But for now let's take a look at a real <b>classic game</b> that still plays superbly in 2012.
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXvlmk-MHcphg9CBg9aQUf6gK-JHbGppM9JVwGC634GuMBUtw9ILJkuDa1YF7zDYZExKyFMXTEE0ROueM0EjpiIlmrLTtqkgkhaCSiUYQnD1QK0WX9dGD854NOmA0v5IK_45bM9PDfWN6T/s1600/showscreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXvlmk-MHcphg9CBg9aQUf6gK-JHbGppM9JVwGC634GuMBUtw9ILJkuDa1YF7zDYZExKyFMXTEE0ROueM0EjpiIlmrLTtqkgkhaCSiUYQnD1QK0WX9dGD854NOmA0v5IK_45bM9PDfWN6T/s1600/showscreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dark Star loads up</td></tr>
</tbody></table>
The Dark Star galaxy was divided into a 16 by 16 grid of sectors in the vacuum of space. No one can hear you scream either.<br />
<br />
Anyway - there is a lot to describe in this game so here goes...<br />
<br />
The LIAR's (what a great name for your ship!) battle computer generated a real time display on your screen which displayed all activity in your immediate vicinity.<br />
<br />
As well as showing enemy ships and any missiles they fired at you, this display also showed energy concentrations (blue squares) and Warp Gates to hyperspace (yellow squares).<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjABT0tEEZCf_nUHcmfguRctQARUutwVslEBTTR900hdqtYAsSnFgVyjrugS-L2xYGZh1eV9uzGvmuAdF93uerj-iU_zKH9ICSdmD8B3KkC5TWoaOUcFlsvhL5VUJIuw5oZTSaWThLew3-m/s1600/DarkStar.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjABT0tEEZCf_nUHcmfguRctQARUutwVslEBTTR900hdqtYAsSnFgVyjrugS-L2xYGZh1eV9uzGvmuAdF93uerj-iU_zKH9ICSdmD8B3KkC5TWoaOUcFlsvhL5VUJIuw5oZTSaWThLew3-m/s1600/DarkStar.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Flying through space towards those warp-gates</td></tr>
</tbody></table>
<br />
Flying through an energy concentration enabled LIAR to increase its supply of shield energy (energy used to operate the ship's navigation and weaponry systems was generated by an internal energy source - handy!)
<br />
<br />
Your weaponry was aimed by manoeuvring the ship via the central cross-hair, whilst of course the ship could be made to travel at various speeds using the accelerate or decelerate keys. It was <b>classic arcade</b> 3D action all the way.<br />
<br />
As you cruised your way around space enemy ships would sporadically appear and take pot-shots at you; their missiles would deplete your shield energy rapidly so fancy flying and shooting was needed to take these bad boys out.<br />
<br />
The overall object of the game was to liberate your galaxy from domination by the Evil
Lord's tyrannical Empire. (Sounds familiar? I'm sure I heard this before a long, long time ago...)<br />
<br />
To achieve this aim you had to wipe out all of the enemy's military centres on the planets within your galaxy which were displayed in green on the Tactical Sector Map.
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTjxZqEY3g55aNetflBODuxDV6gXOn1C03XJwrgo-6aPIeb-gtXP6JuzKngS6ulg4kIrwSW0jD2GCpOLAlblwZ2X0J9fBw4mTMUMBFZpYWmB54upcYveaTyuWl0q2VkTQXoevbt46LETaz/s1600/DarkStarTactical.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTjxZqEY3g55aNetflBODuxDV6gXOn1C03XJwrgo-6aPIeb-gtXP6JuzKngS6ulg4kIrwSW0jD2GCpOLAlblwZ2X0J9fBw4mTMUMBFZpYWmB54upcYveaTyuWl0q2VkTQXoevbt46LETaz/s1600/DarkStarTactical.JPG" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The tactical galactic sector scan</td></tr>
</tbody></table>
Moving from one sector to another required you to make a transition to hyperspace.<br />
<br />
This was done by first finding a set of Warp Gates, which were displayed as four yellow squares (arranged in a North, South, East, West formation) which shrunk and expanded as they opened and closed.
<br />
<br />
Flying into one of these whilst it was open took you in the direction you had chosen to move within the galactic grid.<br />
<br />
The route through hyperspace was mapped out as a rectangular tunnel which weaved and turned as you navigated your way through it. Accurate flying was required here as travelling outside of this tunnel really put a drain on your shield energy; not to mention a slight crimp on your day.<br />
<br />
Each sector of space you entered contained planets. You could investigate any planet by
flying down onto the surface, which was achieved by flying directly into a
planet (as if on a collision course). This would then switch your view to the planet surface as you entered the atmosphere.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiED3BZteLEsae1P34G4D2xX3BS8k-hEQPpLxI8aDVNwIoMB2luTk8WBYM9zsRtubrR9jkVRZrqHBl2uM7FQbjJ3zJziw5oMVEkq3YwU_PQWSpkhC5BikGJiPcTfocNJXPOir3lUd-H94e/s1600/DarkStarScan.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiED3BZteLEsae1P34G4D2xX3BS8k-hEQPpLxI8aDVNwIoMB2luTk8WBYM9zsRtubrR9jkVRZrqHBl2uM7FQbjJ3zJziw5oMVEkq3YwU_PQWSpkhC5BikGJiPcTfocNJXPOir3lUd-H94e/s1600/DarkStarScan.JPG" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Planetary data was displayed with some humorous text</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
The surface of a planet occupied by enemy forces was defended by
anti-aircraft weaponry set atop towering structures.<br />
<br />
These could be
disabled by firing on the towers which collapsed very nicely when hit with your forward firing lasers. Missiles aimed at you could be shot out of the sky or avoided - and as you would expect too many missile hits resulted in game over.<br />
<br />
Certain areas on the planet were defended by force shields which damaged you if flown through.
Handily though, holes in these fields were displayed as rectangles which you could fly through to stop any damage to your ship.<br />
<br />
Each enemy base on the planets were hidden in the centre of a ring of defences, and
were also protected by three towers. These three towers generated the planetary
defence shields, which had to be destroyed by destroying all of the
bases on the planet, allowing you to escape the atmosphere and return to space.<br />
<br />
Destroying these towers liberated the planet from the evil empire allowing you to move on to the next one.<br />
<br />
In short this meant that if you ended up strafing a planet you could not escape again until all the bases on it were destroyed. (In the usual Design Design game customisation this feature could be disabled from within the game options menus)<br />
<br />
Your computer could also display a tactical map of the surface, showing defences, bases and fuel dumps.
Your position (and direction) were denoted on the map by a white arrow. The tactical map usually had humorous notes on the atmosphere (such as cold, wet and awful, just like Manchester) and further funny comments. These were <b>classic gaming</b> features from Simon Bratell.<br />
<br />
Once all of the planets with military installations had been liberated then the game was won. Sounds easy no? Well let me tell you it isn't...<br />
<br />
<u>On Release:</u><br />
<a href="http://retrobrothers.hubpages.com/hub/Crash-Magazine">Crash magazine</a> ran a lot of previews of this game and when it was finally released they awarded it a well deserved 'smash' status. They also awarded it a score of 100% for their use of computer category, due to the awesome amount of customisation that you could perform on the game. Changing the enemy type, the screen display type, the enemy missile types, the sound effects, the fully define-able keys, the 'Universe Stopwatch Mode', the changing high-score table each time you loaded the game.... The amount of effort and attention put into this game was mightily impressive.<br />
<br />
The game was also praised for it's ultra-fast and flicker free vector graphics which were, at the time, the fastest and smoothest to ever grace the Spectrum. In fact they were probably never bettered until the sequel to this game came along.<br />
<br />
This game was a big hit and is for me a <b>classic game</b> from the 8-bit era.<br />
<br />
<u>The test of time:</u><br />
You know what? This game still rocks.<br />
<br />
Once I had played it a few times it all came flooding back. The blue energy squares, the warp gates, the planetary defences. The game zips along at a breakneck speed and plays along smoother than polished ice. The way the graphics move, the way the towers collapse as you shoot them, the transition through the warp gates; it is all completely flicker free and oozes class.<br />
<br />
There is plenty of challenge in here - and even if your reflexes ain't what they used to be you can customise the game perfectly to give you more of a fighting chance. Cramming this much into a ZX Spectrum was a programming miracle and for me it has stood up to the ravages of time very well. The full screen display is also impressive (using the Spectrum's border area during gameplay) and highlights just how much can be squeezed out of so little.<br />
<br />
Even when you have lost the game you can have a lot of fun with the high score table which may even respond to whatever you type in. (Try entering 'Design Design', 'Computer and Video Games' and more.<br />
<br />
Remember to read <a href="http://retrobrothers.hubpages.com/hub/Dark-Star-Cheat-Codes">Dark Star Cheat Codes</a> for more high-score table shenanigans.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUKsdndJg0M-cahdQ7oBKNjVS4UTuM9GT8TQAL6jU61j3eE2H_dIQPqpr7BlJ5tDsDwaP_ls6kCajddNw4WGQMJt0n-cWLikgh8tD2AzksjcgXYhLvucX8briPNPbGYnqIVVuPxG7KjShl/s1600/DarkStarHighScore.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUKsdndJg0M-cahdQ7oBKNjVS4UTuM9GT8TQAL6jU61j3eE2H_dIQPqpr7BlJ5tDsDwaP_ls6kCajddNw4WGQMJt0n-cWLikgh8tD2AzksjcgXYhLvucX8briPNPbGYnqIVVuPxG7KjShl/s1600/DarkStarHighScore.JPG" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Another famous high-score table from Design Design</td></tr>
</tbody></table>
<br />
Please, give this <b>classic game</b> a go. If you like vector graphics games then this one has to be on your list.<br />
<br />
Oh - and as the inlay to the game said:<br />
If it moves, shoot it. If it doesn't move - shoot it anyway. If it's sqaure - fly through it.<br />
<br />
We recommend getting hold of the real hardware - but if not then download a <a href="http://retrobrothers.hubpages.com/hub/Spectrum-emulator">ZX Spectrum Emulator</a> and download <a href="http://www.worldofspectrum.org/infoseekid.cgi?id=0001263">Darkstar</a>. Alternatively you could try and <b>play</b> it <b>online</b>.<br />
<br />
GENRE: <b>Arcade Game</b> (Vector Graphics)<br />
RELEASE DATE: End of 1984<br />
RELEASED BY: Design Design Software<br />
DEVELOPER(S): Simon Bratell, Graham Stafford, Neil Mottershead, Jon Ritman<br />
PRICE: £7.50 -UK
<br />
<br />
<b>Classic Arcade Action</b>:
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/EowakhVFWp4" width="420"></iframe>
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<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com10tag:blogger.com,1999:blog-514216236786477731.post-38293228361423068532012-02-10T17:09:00.000+00:002012-02-27T14:20:55.800+00:00Spectrum Games - World Class Leaderboard - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.com/2012/02/spectrum-games-world-class-leaderboard.html">World Class Leaderboard</a></b><br />
Ahh the Leaderboard games - the first 'proper' golf <b>computer games</b> that I ever played.<br />
<br />
Here I am looking at World Class Leaderboard which was released in 1987 by US Gold. A great game coded by a great coder; <a href="http://zxspectrumgames.blogspot.com/2009/12/spectrum-games-programmer-interview-jim.html">Jim Bagley</a> who will be known to <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">Spectrum</a> fans for the excellent conversion of the classic <b>arcade games</b> Midnight Resistance and Cabal.<br />
<br />
For fans of golf back in the 1980s the leaderboard games really were something; at last there was a decent simulation of golf as an '<b>arcade game</b>' that was pretty realistic and included elements of the real sport.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEKIS9dwsE-FnnswHyCmxL7Pgclsp3c3c9O5GXsFR-WFsdDoeojJJ3OaWMB3W5ofgavxPHsfbsGjFaMpa650xrH4y4xzjzlPFHygo-5asqRGH8E3VGZ8sxaV1fk9Eq-nTcgPmcSxTs823R/s1600/WCLeader.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEKIS9dwsE-FnnswHyCmxL7Pgclsp3c3c9O5GXsFR-WFsdDoeojJJ3OaWMB3W5ofgavxPHsfbsGjFaMpa650xrH4y4xzjzlPFHygo-5asqRGH8E3VGZ8sxaV1fk9Eq-nTcgPmcSxTs823R/s1600/WCLeader.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Let's go Happy Gilmore in 8-bits</td></tr>
</tbody></table>
The game took a nice 3D view of each hole you were playing and included some nice scenery such as trees aligning the fairway as well as course hazards such as bunkers.<br />
<br />
Of course the aim of the game was to reach the green in as few shots as possible before putting out and moving on to the next hole.<br />
<br />
'Real' golf features were in there including being able to 'hook' or 'slice' your shots, the use of a proper full set of clubs and depending on which difficulty level chosen varying gusts of winds could buffet you as you played your shots.<br />
<br />
What was good about this game is the fact that you really could vary your shots and the game did match golf quite accurately.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzTKOLBci_E4FQmsCl5Kf9MCPxb5mWX0rQjWgHz8AdSOeyGiQpzBo2HAYsoYHqPNyEvkB-PmFqtA5In-z5W_8eJqnXqvGm9J9IOiFxrIr1EI8MJ1LOvJW5zzAI7B3a0RcYN0wTSyMnUdmL/s1600/WCLeaderBoard.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzTKOLBci_E4FQmsCl5Kf9MCPxb5mWX0rQjWgHz8AdSOeyGiQpzBo2HAYsoYHqPNyEvkB-PmFqtA5In-z5W_8eJqnXqvGm9J9IOiFxrIr1EI8MJ1LOvJW5zzAI7B3a0RcYN0wTSyMnUdmL/s1600/WCLeaderBoard.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">1 Wood to the green? It can be done....</td></tr>
</tbody></table>
<br />
Even (at the time) the relatively slow screen re-draw rate was acceptable as we knew that the computer was working out where your ball was and how the course would look from that position.<br />
<br />
These games must go down as the first proper simulations of the sport and their influence on modern games such as <b>Nintendo Wii</b> golf can not be underestimated.<br />
<br />
For me this is a <b>classic sporting game</b> for the ZX Spectrum that pleased fans of the sport as well as fans of <b>arcade games</b>. Even the price of £8.99 was reasonable for a title as well put together as this.<br />
<br />
We recommend getting hold of the real hardware - but if not then download a <span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;"> </span><a href="http://hubpages.com/hub/Spectrum-emulator" style="background-color: #e6e6e6; color: #5589aa; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left; text-decoration: none;">ZX Spectrum emulator</a> and download<span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;"> <a href="http://www.worldofspectrum.org/infoseek.cgi">World Class Leaderboard</a>. </span>Alternatively you could try and<span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;"> </span><span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;"><b>play </b></span>it <strong style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;">online</strong><span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;">.</span><br />
<br />
<span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;">GENRE: </span><strong style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;">Arcade Game</strong><span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;"> (Sports Simulation)</span><br />
<span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;">RELEASE DATE: 1987</span><br />
<span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;">RELEASED BY: US Gold</span><br />
<span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;">DEVELOPER(S): <a href="http://zxspectrumgames.blogspot.com/2009/12/spectrum-games-programmer-interview-jim.html">Jim Bagley</a></span><br />
<span style="background-color: #e6e6e6; color: #585858; font-family: Georgia, serif; font-size: 13px; line-height: 20px; text-align: left;">PRICE: £8.99 - UK</span><br />
<br />
All we need now is Peter Allis....<br />
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<b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b></div>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com2tag:blogger.com,1999:blog-514216236786477731.post-32089474227944095752012-01-20T10:47:00.001+00:002012-01-20T11:34:11.654+00:00Spectrum Games - V - Classic ZX Spectrum Game<b><a href="http://zxspectrumgames.blogspot.com/2012/01/spectrum-games-v-classic-zx-spectrum.html">V ZX Spectrum</a></b><br />
Ahh V.<br />
<br />
One of my favourite TV shows from the 80s. It had the awesome and spooky <a href="http://retrobrothers.hubpages.com/hub/80s-theme-tunes">intro music</a>, it had Mike Donovan in his scarily tight faded denims, it had Ham Tyler being the utlimate badass and above all it had Diana; the sexy alien leader who warped peoples minds in the conversion chamber whilst simultaneously turning on teenage lads up and down the land.<br />
<br />
When I found out my favourite show was being made into a <b>computer game</b> I was as excited as Jeff Minter on a Llama farm - and with <a href="http://retrobrothers.hubpages.com/hub/Ocean-Software">Ocean Software</a> at the helm it should turn out to be great. <br />
<br />
The alien invasion show was classic material and the basis for a <b>classic arcade game</b>. Or was it?<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9WWj7l_ElenRp-TStS5-5eTRAEIUvdqlH7Ge9_FWNyu5fhylg7A0JPUcS8Dk5WTqk7R_uLnIlVUJ2RSepD34yoy7i-sDbEUzK6lgerOoJOhEp3pUodcu5RNa2a0f3zoTqwrN5lzMHYkds/s1600/VLoadingScreen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9WWj7l_ElenRp-TStS5-5eTRAEIUvdqlH7Ge9_FWNyu5fhylg7A0JPUcS8Dk5WTqk7R_uLnIlVUJ2RSepD34yoy7i-sDbEUzK6lgerOoJOhEp3pUodcu5RNa2a0f3zoTqwrN5lzMHYkds/s1600/VLoadingScreen.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Lets hammer punch those lizards back off the planet - nice loading screen</td></tr>
</tbody></table>
You played the part of Mike Donovan - resistance leader and all round good guy. The game took place on board one of the visitors motherships, with you attempting to <span style="white-space: pre-wrap;">sabotage it by planting bombs in various key locations.</span><br />
<br />
<pre style="word-wrap: break-word;"><pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">In true <b>arcade game</b> style though there were some security precautions to prevent intruders like yourself from getting far. In particular (and this is where the game fell down straight away), four kinds of robots were roaming around the ship:</span></pre>
<span style="font-family: 'Times New Roman'; font-size: 12pt;">1) Surveillance - follows you and enables the Visitors to track you</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">2) Maintenance - fairly harmless; fixes things aboard the s</span><span style="font-family: 'Times New Roman'; font-size: 12pt; white-space: pre-wrap;">hip</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">3) Cleaner - airborne janitor robots, in effect</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">4) Security - should be avoided like the plague; fast and</span><span style="font-family: 'Times New Roman'; font-size: 12pt; white-space: pre-wrap;"> </span><span style="font-family: 'Times New Roman'; font-size: 12pt; white-space: pre-wrap;">dangerous</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt; white-space: pre-wrap;">
</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">We did not want robots chasing us! We wanted the alien lizards! This was V - not invasion of the robot monsters....</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">
</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">All the robots were electrified to prevent interference. Contact </span><span style="font-family: 'Times New Roman'; font-size: 12pt;">with them will gave you a nasty shock - and receiving too many shocks resulted in game over.</span></pre>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkiLNS9f6iHuOi6HGsDGfvq-ceuIDXMKeKEn3c2zcP5hknYhGwO8FmYVZpjph0lCSA8TBCeaepgoDUKDMJcLjcmIJ7E6u10AN-T0-SLFfJEWwR6Ru9-K9OJhZGKOB7pPcItj15Id359g1-/s1600/V.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkiLNS9f6iHuOi6HGsDGfvq-ceuIDXMKeKEn3c2zcP5hknYhGwO8FmYVZpjph0lCSA8TBCeaepgoDUKDMJcLjcmIJ7E6u10AN-T0-SLFfJEWwR6Ru9-K9OJhZGKOB7pPcItj15Id359g1-/s1600/V.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mike Donovan explores never ending corridors in V </td></tr>
</tbody></table>
<span style="font-family: 'Times New Roman'; font-size: 12pt;">As usual for <b>computer games</b> from this era it was all about exploration, opening locked doors with codes and using teleporters (teleporters in V?) to move around the ship.</span><br />
<br />
<span style="font-family: 'Times New Roman'; font-size: 12pt;">The problem here was that it just want't V. The ship was never ending (and remarkably dull) corridors that looked identical - I remember being excited running past a hanger with one of the fighter ships in it which was the only thing that resembled anything from the TV show.</span><br />
<span style="font-family: 'Times New Roman'; font-size: 12pt;"><br /></span><br />
<span style="font-family: 'Times New Roman'; font-size: 12pt;">With no aliens to fight, a lazer gun to only shoot at robots, no conversion chamber to avoid and no sign of Diana the game became repetitive and duller than a dull thing that's been covered in black matt paint and dropped in the bottom of a well.</span>
<br />
<span style="font-family: 'Times New Roman'; font-size: 12pt;"><br /></span><br />
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;"><a href="http://retrobrothers.hubpages.com/hub/Crash-Magazine">Crash Magazine</a> asked 'Where are the Visitors?' and gave it 70% overall - which I thought was a tad generous.</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">
</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;"><u>On Release:</u></span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">This is a <b>classic game</b> that was hyped up a lot prior to it's release. The TV show had been an absolute sensation - and a game tie-in was inevitable. The general feeling was that it was a decent game that could have been any old <b>arcade adventure</b>; it was as if the TV tie-in was an afterthought. </span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">Which it probably was to make money.</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">
</span></pre>
<pre style="white-space: pre-wrap;"><u style="font-family: 'Times New Roman'; font-size: 12pt;">The Test Of Time:</u></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">It was a pretty average <b>arcade game</b> back then so by todays standards it has aged badly. With repetitive and endless corridors and little in the way of <b>arcade action</b> I can't really recommend it. Nice animation on the main character though.</span></pre>
<pre style="white-space: pre-wrap;"><span style="font-family: 'Times New Roman'; font-size: 12pt;">
</span></pre>
<pre style="text-align: left;"><div style="font-family: 'Times New Roman'; text-align: -webkit-auto; white-space: normal;">
We recommend getting hold of the real hardware - but if not then download a <a href="http://hubpages.com/hub/Spectrum-Emulator">ZX Spectrum emulator</a> and download V. Alternatively you could try and <strong>play</strong> it <strong>online</strong>.
<br />
<br />
<div style="font-family: 'Times New Roman';">
GENRE: <strong>Arcade Game</strong> (TV Tie In)<br />
RELEASE DATE: 1986<br />
RELEASED BY: Ocean Software<br />
DEVELOPER(S): Nick Bruty, Gary Knight, F David Thorpe<br />
PRICE: £7.95 - UK
</div>
<br />
<div style="font-family: 'Times New Roman'; text-align: -webkit-auto; white-space: normal;">
So so <b>arcade action</b>:</div>
</div>
</pre>
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<pre style="text-align: left;"><b>Classic Games</b>, <b>Arcade Games</b> and <b>ZX Spectrum Games</b></pre>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com5tag:blogger.com,1999:blog-514216236786477731.post-83153634242660448082011-12-06T08:32:00.002+00:002011-12-06T08:48:12.866+00:00Spectrum Games - W*H*B - Modern ZX Spectrum Game<strong><a href="http://zxspectrumgames.blogspot.com/2011/12/spectrum-games-whb-modern-zx-spectrum.html">W*H*B</a></strong><br />
So what's this game all about then?<br />
This is a superb <strong>puzzle game</strong> from modern day coder of the <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">ZX Spectrum</a> (and <a href="http://retrobrothers.hubpages.com/hub/ZX81">ZX81</a>) Bob Smith - who has developed a number of great <strong>computer games</strong> over recent years.<br />
<br />
If you enjoy <strong>classic games</strong> such as <a href="http://retrobrothers.hubpages.com/hub/Tetris-Game">Tetris</a>, Pipemania or even <a href="http://vintage-classictoys.blogspot.com/2010/06/classic-toy-downfall-milton-bradley.html">Downfall</a> then you will definately enjoy this, it really is one of the most enjoyable and well though out <strong>puzzle games</strong> I have ever played on any platform.<br />
<br />
So let's take a look at a fantastic recent game for the greatest ever 8-bit machine...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj5iM5FmWIoRWGLN7NGQ5v5ZcvlZo-tX0UoCjkjEUwTvUu_HKt084Ic-i_IVA0ldcU_CIXcx5ZQaWBNuD3deE0VB4c6r4UWwUlagWemim4brTsAEzW44NRMKVw5aqWeaMwJRY2t9CQ6HAz/s1600/whb.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" dda="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj5iM5FmWIoRWGLN7NGQ5v5ZcvlZo-tX0UoCjkjEUwTvUu_HKt084Ic-i_IVA0ldcU_CIXcx5ZQaWBNuD3deE0VB4c6r4UWwUlagWemim4brTsAEzW44NRMKVw5aqWeaMwJRY2t9CQ6HAz/s1600/whb.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">W*H*B Loads Up...</td></tr>
</tbody></table>This is a game where you have to control a 1x2 'block' cuboid around on a set of grid levels, with the objective being get it to stand 'upright' on the marked floor panel. <br />
<br />
Throughout the game there are special objects to make matters a little more interesting. There are teleporting blocks which teleport you to a different location and crumbling blocks which disappear once you have 'stood' on them. Sneaky!<br />
<br />
The graphics are top notch being very nicely drawn and superbly animated. Your 'block' rolls and moves around the screen extremely smoothly and the isometric viewpoint is absolutely spot on. For me this is the type of <strong>computer game</strong> that lends itself to this style of screen rendering perfectly.<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/0snag2AdS8M" width="420"></iframe><br />
<br />
This game also features some nicely composed music on load up, and a funky little ditty at the beginning of each level. The controls are completely redefineable too which all adds to the overall package.<br />
<br />
The game starts of nice and easy as I try to get used to the controls...<br />
<br />
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Once I reach level three it becomes more fiendish!<br />
<br />
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All that I can say that this game is a brilliant example of a <strong>modern classic game</strong> for a retro computer. It is highly polished and superbly implemented; a real clever piece of coding.<br />
<br />
With music from Mister Beep and level design from the <strong>games coder</strong> Bob Smith plus Kev Thacker, Jumping Stack, Karl Gillott, Mulder anbd Znorxman this is a real winner.<br />
<br />
Once of my favourite <strong>puzzle games</strong> of all time. Brilliant.<br />
<br />
<strong>Arcade Games</strong>, <strong>Classic Games</strong> and <strong>ZX Spectrum Games</strong>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com4tag:blogger.com,1999:blog-514216236786477731.post-7866755875123839802011-09-09T13:05:00.003+01:002011-09-16T14:23:08.441+01:00Spectrum Games - Frank N Stein (Rebooted) - Modern Retro Classic<strong><a href="http://zxspectrumgames.blogspot.com/2011/09/spectrum-games-frank-n-stein-rebooted.html">Frank N Stein (Rebooted) ZX Spectrum</a></strong><br />
The reboot of the <strong>classic game</strong> from 1984 Frank N Stein is here! <br />
<br />
The game's author Colin Stewart was kind enough to give me a sneak preview copy (see preview note <a href="http://zxspectrumgames.blogspot.com/2011/09/spectrum-games-frank-n-stein-and.html">here</a> and an interview with Colin <a href="http://zxspectrumgames.blogspot.com/2011/07/spectrum-games-programmer-interview.html">here</a>) so here we are with a look at the game itself, twenty seven years after the original was released by PSS Software.<br />
<br />
This is a <strong>classic game</strong> in the platform genre, and even back in 1984 it was a little different from the likes of <a href="http://zxspectrumgames.blogspot.com/2009/05/zx-spectrum-games-manic-miner.html">Manic Miner</a>, <a href="http://zxspectrumgames.blogspot.com/2009/06/zx-spectrum-game-fahrenheit-3000-zx.html">Fahreneit 3000</a> and <a href="http://zxspectrumgames.blogspot.com/2009/08/zx-spectrum-games-jet-set-willy-zx.html">Jet Set Willy</a>.<br />
<br />
So let's take a look at a modern re-boot of an already great game...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiryjuQWIJRlsbZF4WoSwqG0UUc6xCWz6mk6NkjhEVxebg7b7m4uIN6ycnHwoFym4ttf04iY8zI8B4stuFYdlE9nysTqKxzmdDaZLDRiErrEngbKYRIa_Ws5_ca5xfgaD0uzki767xWJHfp/s1600/FrankNSteinRebooted%255B2%255D.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" nba="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiryjuQWIJRlsbZF4WoSwqG0UUc6xCWz6mk6NkjhEVxebg7b7m4uIN6ycnHwoFym4ttf04iY8zI8B4stuFYdlE9nysTqKxzmdDaZLDRiErrEngbKYRIa_Ws5_ca5xfgaD0uzki767xWJHfp/s1600/FrankNSteinRebooted%255B2%255D.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Frank N Stein Re-Booted is a real treat for us Speccy gamers</td></tr>
</tbody></table><br />
The title was different from other <strong>arcade game</strong> platformers of the era due to the gameplay mechanics and the objective. Instead of the usual left, right and jump controls, in this game you had left, right and 'use' (and 'jump' is available on certain screens). <br />
<br />
It was up to you how best to use the various items around the screen to navigate your way around.<br />
<br />
The object of the game (playing as Prof. Stein) is to fulfill a life-long ambition and build your own monster.<br />
<br />
To do this you need to collect all the necessary body parts! A skull, arms, legs, a rib-cage.... you get the idea.<br />
<br />
Guiding our little egg-head professor around the dungeon picking up the bones to assemble the monster like an air-fix kit is great fun, not to mention challenging.<br />
<br />
You have to collect the parts in the correct order and each one collected appears in the electrode 'cage' at the top of the screen as the monster is built up.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8GwE0a5vSm30GKUnOYpMKxfH0QCbJiTLp2PCg1vdtHTPchZmuPdGvf5hQGMAb8_DmSsUrmAFwGzjcHTrtdApvqMWXaXarZf5j0mYCufzh5zHTmug1jctgXxS9eGSVW-rjE9PxT8uePOw4/s1600/FrankN1.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" nba="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8GwE0a5vSm30GKUnOYpMKxfH0QCbJiTLp2PCg1vdtHTPchZmuPdGvf5hQGMAb8_DmSsUrmAFwGzjcHTrtdApvqMWXaXarZf5j0mYCufzh5zHTmug1jctgXxS9eGSVW-rjE9PxT8uePOw4/s1600/FrankN1.PNG" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Collect the body parts on level 1</td></tr>
</tbody></table><br />
Once all the parts are collected then you can throw the switch to power up those electrodes and give him life! Muhahaha haaaaa<br />
<br />
At this point it is advisable to run around the room proclaiming yourself to be a new god and life giver as maniacally as possible.<br />
<br />
Once you have calmed yourself down it is onto the next screen.<br />
<br />
The format changes on the second screen - as your own home made monster turns against you as he starts rolling barrells down the screen towards you (the cheeky bugger). But here is the neat twist; now you can jump whenever you want as well as use on screen items.<br />
<br />
You have to make your way to the top of the screen and throw the switch whilst avoiding the nasties and pitfalls along the way. Throw the switch and you've beaten your monster and it is on to the next screen.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgt9rCYF_BmKROrSfsOB0XZo8APVfDMBfSR28H3F6timzE_cNuadddPy29zJK2Gk_iF2nOxa28auIBgaYvf9_kfcWFZR4V8b4CduRwQHZDqI2Fze3D8b6wr18R5ZcY8H-Zl2Gq5v-A8E3CR/s1600/FrankN2.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" nba="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgt9rCYF_BmKROrSfsOB0XZo8APVfDMBfSR28H3F6timzE_cNuadddPy29zJK2Gk_iF2nOxa28auIBgaYvf9_kfcWFZR4V8b4CduRwQHZDqI2Fze3D8b6wr18R5ZcY8H-Zl2Gq5v-A8E3CR/s1600/FrankN2.PNG" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I gave you life and now you try to kill me! These monsters don't appreciated anything you do for them...</td></tr>
</tbody></table> The other neat aspects of this game are the objects dotted around the screen. There are springs to launch you upwards, fireman poles to slide down, light bulbs to electrocute you (you do not lose a life but are hampered for a couple of seconds), slime to slow you down, ice to make you slip (and prevent you from jumping) and any manner of weird critters to avoid at all costs.<br />
<br />
In keeping with the horror theme you will come across: <br />
snails, bats, man-eating pumpkins, spiders, caterpillars, tanks, mice, lobsters, snakes, bumble bees,<br />
jack-in-the-box and more....<br />
<br />
It is the use of springs and poles to get around the screen along with timing your jumps and slides (to avoid the creatuers) that make the game stand out. Careful planning is required to collect the parts and create the monster before the time clock ebbs away.<br />
<br />
With now over fifty screens to play through this is a <strong>computer game </strong>that will keep me going for the next few weeks. I have only seen a few screens so far (I'm not as good as I used to be!) but the level layout is very well done and the alternating game styles mixes the action up nicely. <br />
<br />
The sprites are nicely animated and move around the screen smoothly. All I can say is that this is a great re-boot of a <strong>classic game</strong> and I for one am looking forward to Colin's next game, Dracula.<br />
<br />
Level One - Collect the parts and throw the switch!:<br />
<br />
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Level 2 - Note the shift in gameplay:<br />
<br />
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Level 3 - Note how much I am struggling!<br />
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If you like <strong>classic arcade</strong> action then give this game a go, you will not be disappointed. It will be available to play on the 14th of September, precisely twenty seven years since it's first incarnation. <br />
<br />
*UPDATE*<br />
This game can now be downloaded for your <a href="http://retrobrothers.hubpages.com/hub/Spectrum-emulator">Spectrum Emulator</a> from:<br />
<br />
Colin's own link<br />
<a href="http://www.colinstewart.co.uk/page/frank-n-stein-re-booted">http://www.colinstewart.co.uk/page/frank-n-stein-re-booted</a><br />
<br />
World Of Spectrum link<br />
<a href="http://www.worldofspectrum.org/infoseekid.cgi?id=0026834">http://www.worldofspectrum.org/infoseekid.cgi?id=0026834</a><br />
<br />
Enjoy!<br />
Dim the lights, don a lab coat and prepare to make your own monster...<br />
<br />
<strong>Classic Games</strong>, <strong>Arcade Games</strong> and <strong>ZX Spectrum Games</strong>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com3tag:blogger.com,1999:blog-514216236786477731.post-22285487788113181762011-09-03T00:20:00.002+01:002011-09-03T00:41:01.572+01:00Spectrum Games - Frank N Stein and Dracula Update - Colin Stewart<strong>Update on programming progress from Colin Stewart.</strong><br />
<br />
After speaking to me a couple of months ago and providing an interview (<a href="http://zxspectrumgames.blogspot.com/2011/07/spectrum-games-programmer-interview.html">here</a>) - <a href="http://retrobrothers.hubpages.com/hub/ZXSpectrum">ZX Spectrum</a> developer Colin Stewart has been kind enough to give me an update on the progress of his <strong>arcade games</strong> Dracula and Frank N Stein re-booted<br />
<br />
Frank N Stein re-booted is a re-write of the <strong>classic game</strong> (from 1984) and will feature extra levels, improvements that could not be squeezed into the original release and various other enhanced features. Look out for this game in the next couple of weeks! <br />
<br />
In the meantime here is a nice pic for you all...<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCu8qnkHLkmDZk4NNdyUENoq2QwTy-9nB1nEgiO9hlyupdVXPQYBQ1GiTB_TfZmpps1CbFfzENcfSPUaVUamrcvM2TN2CoEtEWd1aQh9hyphenhyphentt3jogGbvGgFeqgYIMm2p8GCoGqG4Uy48u5A/s1600/FrankNSteinRebooted.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCu8qnkHLkmDZk4NNdyUENoq2QwTy-9nB1nEgiO9hlyupdVXPQYBQ1GiTB_TfZmpps1CbFfzENcfSPUaVUamrcvM2TN2CoEtEWd1aQh9hyphenhyphentt3jogGbvGgFeqgYIMm2p8GCoGqG4Uy48u5A/s320/FrankNSteinRebooted.png" width="213px" xaa="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The re-boot of the classic platform game looms ever nearer...</td></tr>
</tbody></table>Keeping in the <strong>gaming</strong> horror genre, Colin's other title Dracula (which was originally planned for publishing back in 1984 but never quite made it to release) is coming along nicely too.<br />
<br />
It is great that this game is going to see the light of day (even though Dracula would hate that!) all these years later.<br />
<br />
I can't wait to get my teeth into this one. Ahem....<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ8nXLewfSZypvAnMEWeqb2byd6jMt9M7onjaeE36d8gBRgrIGTGKK6gPQOhhYP01wp03pRlA5RkzIEF3-qLmoVfe1zb2slEn7GDJntw4r483q45R02fMgqWdsfGP_nUSxShq-40_itWd9/s1600/ComingSoon.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ8nXLewfSZypvAnMEWeqb2byd6jMt9M7onjaeE36d8gBRgrIGTGKK6gPQOhhYP01wp03pRlA5RkzIEF3-qLmoVfe1zb2slEn7GDJntw4r483q45R02fMgqWdsfGP_nUSxShq-40_itWd9/s320/ComingSoon.png" width="213px" xaa="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Get your teeth into this game soon...</td></tr>
</tbody></table><br />
Hopefully we should see this game on our <a href="http://retrobrothers.hubpages.com/hub/Spectrum-emulator">Spectrum emulators</a> in six weeks or so.<br />
<br />
Coders like Colin really prove that the <strong>retro gaming</strong> scene is very much alive and kicking - and many thanks go to him for the update and I can't wait to see these games!<br />
<br />
<strong>Classic Games</strong>, <strong>Arcade Games</strong> and <strong>ZX Spectrum Games</strong>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com0tag:blogger.com,1999:blog-514216236786477731.post-71630241681860574462011-07-01T14:57:00.001+01:002011-07-01T14:58:20.517+01:00Spectrum Games - Programmer Interview - Colin Stewart<strong><a href="http://zxspectrumgames.blogspot.com/2011/07/spectrum-games-programmer-interview.html">Colin Stewart</a></strong><br />
Colin Stewart worked on the <strong><a href="http://hubpages.com/hub/ZXSpectrum">ZX Spectrum</a></strong> back in the 1980's creating the platform game / <strong>arcade adventure </strong><a href="http://zxspectrumgames.blogspot.com/2011/06/spectrum-games-castle-quest-classic-zx.html">Castle Quest</a> before going on to create the playable and quirky platformer Frank N Stein.<br />
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Colin's follow up game to Frank N Stein was to be called Dracula but unfortunatley it was only partially completed and the project was shelved...<br />
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Now, all of these years later Colin is working to complete Dracula (which should excite us Spectrum gamers!) and was kind enough to reminisce with us about his days making those <strong>classic games</strong> for the good old Speccy...<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqvZnCgl0-RNB6s9O30Ht8XxlqJWfKEnb1ART2vCRhRiZnZrLuepq5UprzCSqgs4YRFsMH0qlQxLj92BzE2eqwWVB7dGEysENsGXxpmbDH3Xx28uYKRiJ6xEylBdWQKPnOiGbQhKZnJxcq/s1600/Frankj%255B1%255D.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" i$="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqvZnCgl0-RNB6s9O30Ht8XxlqJWfKEnb1ART2vCRhRiZnZrLuepq5UprzCSqgs4YRFsMH0qlQxLj92BzE2eqwWVB7dGEysENsGXxpmbDH3Xx28uYKRiJ6xEylBdWQKPnOiGbQhKZnJxcq/s1600/Frankj%255B1%255D.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Frank N Stein was a deserved big hit</td></tr>
</tbody></table><span style="color: #6fa8dc;">1: Hello Colin. What was the first computer you used and how old where you at the time?</span><br />
Hello, thanks for talking to me today. That would be a <a href="http://hubpages.com/hub/ZX81">Sinclair ZX81</a> and I was 14 years old. I remember the whole experience vividly and from that moment on, I was completely hooked.<br />
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<span style="color: #6fa8dc;">2: What did you like best about coding on the ZX Spectrum?</span><br />
The ZX Spectrum has it’s limitations, such as poor colour resolution and virtually no sound, but it was fairly cheap and I could see huge potential in it. I guess the thing I liked best was bringing very simple graphics to life, a Spectrum screen is so recognisable, even today.<br />
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<span style="color: #3d85c6;">3: And what did you not like about coding on the ZX Spectrum?</span><br />
Well that has to be saving my work to cassette tape, before I got microdrives.<br />
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<span style="color: #6fa8dc;">4: Which programmers or software houses impressed you most back in the day?</span><br />
Ultimate Play The Game made my jaw drop every time, even their logo was amazing. I remember seeing <a href="http://zxspectrumgames.blogspot.com/2009/08/zx-spectrum-game-jetpac-zx-spectrum.html">Jetpac</a> running in W H Smiths and I couldn’t believe what I was seeing, and it was running in 16K! It was so playable too and introduced some physics to the player movement for the first time. <br />
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<span style="color: #6fa8dc;">5: Was your game <a href="http://zxspectrumgames.blogspot.com/2011/06/spectrum-games-castle-quest-classic-zx.html">Castle Quest</a> fully published? It is hard to find any reviews of the game from back in the day.</span><br />
Castle Quest was my first real attempt to break into the <strong>games market</strong>. I sent it off to lots of software houses and got limited response back. PSS did reply however asking if I had any other things in the pipeline, as they liked something about it. My understanding is that it was only ever released in Spain.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9abuLu4EEsLyc4zZ0T0-ktppPY7yHcGo9WC4xI5X5lMThAqDyYxf7IgOHqJgUHov3YtyRt0Y9jIsmc256M6IsVP8q8i5-_Y2LZB6cV2xEJsXc7W1GLRGEdi6rE3GzAWnuwr_cR8RMZv9H/s1600/showscreen%255B1%255D.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" i$="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9abuLu4EEsLyc4zZ0T0-ktppPY7yHcGo9WC4xI5X5lMThAqDyYxf7IgOHqJgUHov3YtyRt0Y9jIsmc256M6IsVP8q8i5-_Y2LZB6cV2xEJsXc7W1GLRGEdi6rE3GzAWnuwr_cR8RMZv9H/s1600/showscreen%255B1%255D.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Colin's first game Castle Quest</td></tr>
</tbody></table> <span style="color: #6fa8dc;">6: After the success of Frank N Stein what happened with your next game, Dracula?</span><br />
PSS were very keen to follow-up Frank N Stein with another horror related title. I came up with Dracula and started work on the game based in a hotel with lifts between floors. I got about half way through I reckon, but it was never finished.<br />
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Games were becoming very graphically rich and I didn’t think the simpler Dracula format would be able to be a success in the market. It was very time consuming and I also got a real job.<br />
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<span style="color: #6fa8dc;">7: I see you have the original source code for your unfinished game Dracula which you are planning on completing (which is brilliant!). Can you give us any idea when it will be ready for us Speccy fans to play?</span>Yes, I have recovered everything I created and I intend to finish it off and release it. I’m not going to bring it up-to-date, I’m going to release it in the style I had originally intended, so it may look kind of simple compared with titles that followed Frank N Stein.<br />
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I hope to have it ready for special previews in about a month.<br />
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<span style="color: #6fa8dc;">8: How has it been coding in Z80 assembler again after all these years?</span><br />
To be honest, I’d forgotten it all, but it all came flooding back as soon as soon as I looked at it again. The worst bit is remembering all the ZX Spectrum quirks like the weird screen memory mapping and the need to the interrupt vector table.<br />
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<span style="color: #6fa8dc;">9: What was life like working for PSS in the 1980's?</span><br />
I was very young so it was a massive experience. I worked from home in my bedroom and they provided all the necessary sales and marketing support. I did visit them in Coventry on several occasions and I was offered the opportunity to work from there, which I didn’t take up.<br />
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<span style="color: #6fa8dc;">10: Do you have any favourite games on the ZX Spectrum?</span><br />
Yes, <a href="http://zxspectrumgames.blogspot.com/2009/05/zx-spectrum-games-manic-miner.html">Manic Miner</a>, <a href="http://zxspectrumgames.blogspot.com/2009/10/zx-spectrum-games-penetrator-zx.html">Penetrator</a> and Jetpac.<br />
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<span style="color: #6fa8dc;">11: How do you find modern games compared to those of the 8-bit era?</span><br />
I don’t play games computer anymore, they’re all a bit too realistic now and the plots are too complex. The quality of the graphics and general game-play is amazing though.<br />
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<span style="color: #6fa8dc;">12: After Frank N Stein and Castle Quest what did you move on to next?</span><br />
I got a job working as a programmer for a company who manufactured computerised milling machinery. I mainly worked on the machines user-interface and some early PC based CAD software they developed.<br />
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<span style="color: #6fa8dc;">13: Can you tell us what you are up to now?</span><br />
I’ve spent my whole career in IT, designing and developing software. I mainly programmed in C and still do some development work using C#. I’m currently the IT Development Manager for a large UK company, designing and developing in-house systems.<br />
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<span style="color: #6fa8dc;">14: Finally, the retro gaming scene is booming. Once Dracula has been completed would you consider writing another game for the Spectrum? Go on, you know it makes sense! ;-)</span><br />
I would consider it. I found the beginnings of another game when looking for Dracula, called The Goblin Caves, so I may finish that off. The problem is, with new games, players expect so much and my rather simple platform genre may not be good enough anymore. Better to go out on a high rather than a low.<br />
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Many thanks to Colin for taking the time to talk to me.<br />
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<div class="separator" style="clear: both; text-align: center;"></div><strong>Classic Games</strong>, <strong>Arcade Games</strong> and <strong>ZX Spectrum Games</strong>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com11tag:blogger.com,1999:blog-514216236786477731.post-75408974879203595452011-06-29T08:54:00.001+01:002011-06-29T08:55:02.635+01:00Spectrum Games - Castle Quest - Classic ZX Spectrum Game<strong><a href="http://zxspectrumgames.blogspot.com/2011/06/spectrum-games-castle-quest-classic-zx.html">Castle Quest ZX Spectrum</a></strong><br />
Now this is a real lesser known game for the <a href="http://hubpages.com/hub/ZXSpectrum">ZX Spectrum</a>.<br />
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As far as I know this game was only given full release in Spain and was available to rent (yes rent!) in the UK courtesy of a company called Wildest Dreams.<br />
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It was developed way back in 1982 (from the real early days of the Speccy!) by Colin Stewart who also programmed the playable and popular platform game Frank N Stein.<br />
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This game when compared to likes of Frank N Stein and other <strong>arcade games</strong> (specifically those in the platform genre) it is to be fair, quite basic. But you have to remember that it was written in 1982 so for that era it was pretty impressive.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvgG_6vjI3FGqsuxQGIHoCC9SXgRlvJMNr61xDnH4a-c4Gf3oov1Jie-Vxs5z7LMD_59eSSTDvH6bnTbojcbb3WBRwXI7xn9rfnWT9qmVO0m4EZq_ZHrUwjvvTOSA6GdMkDCdJcVkhln9t/s1600/showscreen%255B1%255D.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" i$="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvgG_6vjI3FGqsuxQGIHoCC9SXgRlvJMNr61xDnH4a-c4Gf3oov1Jie-Vxs5z7LMD_59eSSTDvH6bnTbojcbb3WBRwXI7xn9rfnWT9qmVO0m4EZq_ZHrUwjvvTOSA6GdMkDCdJcVkhln9t/s1600/showscreen%255B1%255D.gif" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Castle Quest on the ZX Spectrum</td></tr>
</tbody></table>You will notice that the main character is not animated as he moves around the screen and that the background graphics are simply drawn. But despite this, the game does play quite nicely and oozes a ton of charm.<br />
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The aim is to move from screen to screen, navigating your way from right to left avoiding the nasties (which move around the screen very nicely indeed) and accomplishing all of this before your time runs out which is depicted by the slowly reducing bar at the top of the screen.<br />
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The character has a slightly odd jump action which always makes him move through the air to the left or right, you cannot jump straight upwards. This actually adds a tactical element to the game as you really have to time your leaps to progress through the screens.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsw71KBeCOTp4HRuqBIy2cR22qE3GQR2bMHWwV74dzfCQ2hl_S9CXVtAx1Zqv1spyzN_njPuCaZE9GsHjEh5VcUarWC5QbLBV25DmdRb8Bz9xiCkRySAfVeqB7ytYcXFgWZd7SX12dsyjM/s1600/untitled.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" i$="true" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsw71KBeCOTp4HRuqBIy2cR22qE3GQR2bMHWwV74dzfCQ2hl_S9CXVtAx1Zqv1spyzN_njPuCaZE9GsHjEh5VcUarWC5QbLBV25DmdRb8Bz9xiCkRySAfVeqB7ytYcXFgWZd7SX12dsyjM/s1600/untitled.JPG" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The second screen is pretty tricky!</td></tr>
</tbody></table>I have to say that this game, despite being quite simple is actually quite playable. The 'time bar' at the top of the screen reminds me of <a href="http://zxspectrumgames.blogspot.com/2009/05/zx-spectrum-games-manic-miner.html">Manic Miner</a> and the overall style of the game makes me think of the <a href="http://hubpages.com/hub/Ocean-Software">Ocean</a> <strong>classic games</strong> Hunchback and <a href="http://zxspectrumgames.blogspot.com/2010/06/spectrum-games-hunchback-2-zx-spectrum.html">Hunchback II</a>.<br />
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If you like <strong>arcade adventures</strong> and platform games then please give this classic game a go; it's got charm, a lot of retro style and enough to make you want to beat that screen! Oh, and I love the way your character 'warps' into the screen too, it's as if he has been 'beamed' into that damn castle!<br />
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GENRE: <strong>Arcade Game</strong> (Platform Game)<br />
RELEASE DATE: 1984 (Although it was written in 1982)<br />
RELEASED BY: Wildest Dreams (Aquired from PSS)<br />
DEVELOPER(S): Colin Stewart<br />
PRICE: - Rental only in the UK, given full release in Spain<br />
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It is charming <strong>retro arcade action</strong> all the way in Castle Quest...<br />
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<div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dwAL_kLypYpMWJQggOqseV2S1jpDfGqYC4xL1EdbAExIcaJF6R3itzUrevy6qyGypSWJq5MjMTfv5KoNU9VOw' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><strong>Classic Games</strong>, <strong>Arcade Games</strong> and <strong>ZX Spectrum Games</strong>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com1tag:blogger.com,1999:blog-514216236786477731.post-31686535935753054242011-06-08T08:18:00.003+01:002011-06-13T09:32:48.627+01:00Spectrum Games - Programmer Interview - Mark R Jones<strong><a href="http://zxspectrumgames.blogspot.com/2011/06/spectrum-games-programmer-interview.html">Mark R Jones</a></strong><br />
Mark R Jones worked as a graphics artist on the <strong>ZX Spectrum</strong> for <a href="http://hubpages.com/hub/Ocean-Software">Ocean Software</a> during the 1980's.<br />
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He worked on many prominent titles on our favourite 8-bit machine providing various graphics and loading screens to the likes of the <strong>classic arcade</strong> conversions of <strong>Arkanoid</strong> and <a href="http://zxspectrumgames.blogspot.com/2009/11/spectrum-games-arkanoid-ii-zx-spectrum.html">Arkanoid: Revenge Of Doh</a>, the shoot em up game Mag Max, the Your Sinclair covertape game Road Race and the excellent trade em up game, Tai Pan.<br />
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He also provided graphics and the loading screen to the <strong>classic game</strong> Wizball which holds fond memories for many gamers.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7AUtSnjWR-B1TAQ4um4khdg40ISJzFFfZsBQVG13LXTVJzmWznn4UflgLxAXmxQYZ1J2XIQOMfmOiLzTvWfk4GZa77X5Gf5WsEUpaZrMepiKplTxyMDALqpxYCERg9ROpq98Ofk2yNDXH/s1600/MarkJones1990.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7AUtSnjWR-B1TAQ4um4khdg40ISJzFFfZsBQVG13LXTVJzmWznn4UflgLxAXmxQYZ1J2XIQOMfmOiLzTvWfk4GZa77X5Gf5WsEUpaZrMepiKplTxyMDALqpxYCERg9ROpq98Ofk2yNDXH/s320/MarkJones1990.jpg" t8="true" width="216px" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mark R Jones 1990</td></tr>
</tbody></table>I was lucky enough to catch up with Mark who was more than happy to take me through his days of graphics design during his years at Ocean...<br />
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<span style="color: #6fa8dc;">1: </span><span style="font-family: Helvetica;"><span style="color: #3d85c6;">Hello Mark. What was the first computer you used and how old where you at the time?</span></span><br />
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<span style="font-family: Helvetica;"><span style="font-family: Helvetica;">The VERY first computer I ever used would have to be those old beige coloured PC things they had in schools in the early 80s. This would have been about 1983. </span></span><br />
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<span style="font-family: Helvetica;"><span style="font-family: Helvetica;">We didn’t have computers in middle school, so it would have been that year when I started at my upper school, I would have been 13. You’d type in some basic program that would tell you something enthralling, like the percentage of people living in 3 bedroom houses under 35 years of age which you’d then print out on that old printer paper with blue lines and perforated edges. </span></span><br />
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<span style="font-family: Helvetica;"><span style="font-family: Helvetica;">The first games I ever played though would have to be “Mazogs” or “3D Monster Maze” on my cousin’s <a href="http://hubpages.com/hub/ZX81">ZX-81</a>. I remember him turning off the TV half way through a game of “Mazogs” and I thought then that the game was gone and that we’d have to reload it, didn’t realise that you only had to turn the TV back on again and it was still there. </span></span><br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOH9WOQa2YPERkwmhC-1wa-o0M_33rYsa5KytBTidCd-deDHDkd-EQNXOsMZwmaoz6EDwyP2wLdTSBiJRQC4lhQczbsJP4BebqQg8DM7Z4yWOCQPpXNmgvr2CYgg3OQ-Y0oSNGmaTGI4s5/s1600/Mazogs.screen.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOH9WOQa2YPERkwmhC-1wa-o0M_33rYsa5KytBTidCd-deDHDkd-EQNXOsMZwmaoz6EDwyP2wLdTSBiJRQC4lhQczbsJP4BebqQg8DM7Z4yWOCQPpXNmgvr2CYgg3OQ-Y0oSNGmaTGI4s5/s1600/Mazogs.screen.gif" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Classic ZX81 game Mazogs</td></tr>
</tbody></table><br />
<span style="font-family: Helvetica;"><span style="font-family: Helvetica;">I used to go round his house every other Saturday for a good few years and we’d wander round shopping centres, watch “The Tripods”, buy Beatles 7 inch singles & and get mucky playing in forests in the rain and, eventually, progressed to going in arcades at Billing Aquadrome (I remember them just being sheds!).</span></span><br />
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<span style="font-family: Helvetica;"><span style="font-family: Helvetica;"> I’d watch him and his brother playing “<a href="http://hubpages.com/hub/Space-Invaders">Space Invaders</a>”, “Boothill”, “Mr Do” & “<a href="http://hubpages.com/hub/PacMan-Game">PacMan</a>”, the first generation of <strong>arcade games</strong>. </span></span><br />
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<span style="font-family: Helvetica;"><span style="font-family: Helvetica;">Wow! I had no idea what I was witnessing. Just before all this happened we’d just end up in WHSmiths looking at pencil cases<span style="mso-spacerun: yes;"> </span>and pens in our free time!</span></span><br />
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<div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">2: Which game (on any machine) was the first ever published title that you worked on?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">The VERY first thing that was ever published was “MagMax”. I had just started at Ocean days before and I don’t think Gary Bracey, our boss downstairs in the cellars where the games were made, had paired me up with a programmer yet so I was at a bit of lose end for a few days. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">“MagMax” was being converted to the Spectrum & Amstrad out of house and was nearing completion. He gave me a tape of the latest version which I then loaded up and was horrified at how crap it all looked. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><city w:st="on"><place w:st="on">Gary</place></city> asked me to redesign the main character sprite (which was tiny, so I didn’t have many pixels to play with) and the 2 other parts you picked up as you went along which made up the complete robot. I think <city w:st="on"><place w:st="on">Gary</place></city> was just trying to tart up what there was so it could be finished and put to bed. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I remember seeing adverts for it a good few months before this so it was probably well overdue. It was also missing a loading screen which I duly got to work on. I did a pretty good job of that if I may say so. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">After all, I had to impress everyone and it was my first loading screen! That was all I had to do with that game though and I was chuffed when the mediocre review <a href="http://hubpages.com/hub/Crash-Magazine">Crash</a> gave the game mentioned the “brilliant loading screen”!</span></div> <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCdn-6qW8Je7_BHFl2Qpe3veTX1apDvUy7jlPEXfCXEqTpNhLi_KseOPM26kwU0GsgoKC_xUKEmh1yobwMdcjxUWGJ0Vc2-AsDWFbVRnul_dfHSViPKwd5uQXw1Bcrd0p0L6pL7dIs8ZkN/s1600/Crash4200020.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="555px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCdn-6qW8Je7_BHFl2Qpe3veTX1apDvUy7jlPEXfCXEqTpNhLi_KseOPM26kwU0GsgoKC_xUKEmh1yobwMdcjxUWGJ0Vc2-AsDWFbVRnul_dfHSViPKwd5uQXw1Bcrd0p0L6pL7dIs8ZkN/s640/Crash4200020.jpg" t8="true" width="640px" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Crash magazine rave about the loading screen</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwJBzhrojENcLM2SVVFhJSTebe7NJgJ09E7DBKmB5HlDCIu3S7nJedB93S7iMf_N4xLEaQPl8IbYPOF0jpaCIw-M91C5hm-VsJ1L8_SMuuNTGJtOIdbnMu9A0L4CJvTUByGghgSpflWLLs/s1600/magmax2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwJBzhrojENcLM2SVVFhJSTebe7NJgJ09E7DBKmB5HlDCIu3S7nJedB93S7iMf_N4xLEaQPl8IbYPOF0jpaCIw-M91C5hm-VsJ1L8_SMuuNTGJtOIdbnMu9A0L4CJvTUByGghgSpflWLLs/s1600/magmax2.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The not quite finished loading screen to Mag Max</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnN5pSqd-puZCoG60rGW3VOD-fh3hAbctU21hIM747bsEura4XYyf2DFHARocxzmlBcuLaYa7iTZHCGt2bUEJHm5xoySNvbNK4HHRDq9vpGT6hWLpEwH8BEmIdvbEGDpAteexv8n-pMXjG/s1600/MagMax.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnN5pSqd-puZCoG60rGW3VOD-fh3hAbctU21hIM747bsEura4XYyf2DFHARocxzmlBcuLaYa7iTZHCGt2bUEJHm5xoySNvbNK4HHRDq9vpGT6hWLpEwH8BEmIdvbEGDpAteexv8n-pMXjG/s1600/MagMax.gif" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The finalised loading screen that was rightly raved about by Crash</td></tr>
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<span style="font-family: Helvetica;">The first full game I worked on where I produced all the graphics and got a credit for was the half assed conversion of “Wizball” on the Spectrum. Not that I was half assed about it, it was the damn programmer! Ugh!</span></div> <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTRH8WSx13p8AZFBbmbknfgOMmt7O6l9k3UfalEOj4LehBAdda8jPv0N4nkQlMLuL8AczoHX5huDF4AGKiyVmPehLj6jYvuEhn3uQlquNVQrWD2XmSTahblTbvh7j1OKMDgvTSouDIF2gl/s1600/wizball1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTRH8WSx13p8AZFBbmbknfgOMmt7O6l9k3UfalEOj4LehBAdda8jPv0N4nkQlMLuL8AczoHX5huDF4AGKiyVmPehLj6jYvuEhn3uQlquNVQrWD2XmSTahblTbvh7j1OKMDgvTSouDIF2gl/s1600/wizball1.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An incomplete version of the Wizball loading screen</td></tr>
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</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">3: What did you like best about graphic design on the ZX Spectrum?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">The best thing was that I could actually do it!! Before I started at Ocean I hadn’t created an animated sprite ever! I had just sent them a load of loading screens, all static, as examples of my work. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">So I was sat down and asked to come up with this stuff for a game and, after a rusty start, found I could do it. I got some help from games legend Simon Butler & “Renegade” artist Ronnie Fowles. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">Also, I loved doing loading screens, that was my favourite part of the job, because the only restrictions laid on you were those of the machine itself and not those of a programmer telling you that the main character’s face was only 3 pixels wide! </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I turned out a few nice ones too, they still look good today, they stand up compared to the other stuff made at the time. And I have some of them on some great looking retro mugs with Bob Wakelin’s art on the other side courtesy of<span style="mso-spacerun: yes;"> </span>“The Attic Bug”. They have pride of place in my retro games room that I set up in my house in January 2011.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">4: And conversely what did you not like about creating graphics on the ZX Spectrum?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I’ve been asked this before a few times and I always give the same answer. Having produced a graphic, it’s taken you a GOOD few hours, most of the morning in fact and it’s animating well, doing what it should, a few people have commented how smashing it is then, 2 days later, the programmer goes “Oh, that graphic you did, there’s not going to be enough room”. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I know it’s NOTHING compared to some people I know who’ve worked for YEARS on one game with a cast of 40 others only for it to be canned, I just can’t imagine what that feels like. One animated sprite being given the heave ho was bad enough for me.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">5: Which applications and packages did you use to design sprites, graphics and loading screens?</span></span><br />
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<span style="font-family: Helvetica;">For the sprites we used an amended version of Melbourne Draw, renamed Ocean Draw, that had animation features added by Paul Owens, if memory serves me correctly. It was real easy to use. </span><br />
<br />
<span style="font-family: Helvetica;">I'm not sure if this version has actually been archived yet. I do still have my microdrive cartridge with it on. Maybe I should lend it someone to see if it can be salvaged before it disapears forever. </span><br />
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<span style="font-family: Helvetica;">For loading screens I used 3 different packages, the one I just mentioned, and Artist 2 and Art Studio. </span><br />
<br />
<span style="font-family: Helvetica;">They ALL had things that worked better on each version so it would just be a question of using all 3 priograms still you got something jolly! I had bought Art Studio and The Artist 2 with money from my school job at Co-Op. Money well spent I think!</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">6: What game are you most proud of on the Spectrum and why?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I’m not REALLY proud of any of them. I was proud of “Wizball” getting a Crash Smash and a Sinclair User Classic but it could have been so much better had the programmer known what he was doing and hadn’t left Ocean with no notice with the game half finished only for it to be tidied up by another programmer, Paul Owens, and released as it was. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">With my other games, all I see are the bugs and the bits that had been put together half assed.<span style="mso-spacerun: yes;"> </span>See, once I’d handed my graphics over to the programmer it was out of my hands. The main character in “Gryzor” had a proper animated run but due to “memory constraints” his top half was animated less than his bottom half, which missed half the frames out, so it looked OK but could have looked better! </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">At least if I did a shit loading screen I only had myself to blame. I don’t think I did a real shit one but a couple were ropey because the artwork I had to copy off was bloody awful in the first place.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">7: What was it like working for Ocean and Imagine during the 80's?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">Fantastic. I can say that now looking back. Most of us just didn’t realise just how fantastic it was at the time but it was. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">It was my first proper job away from home, I was living in my own place for the first time and I was doing something I had been doing as a hobby for the past 2 years and now I was being paid to do it and it was going to get published all over the world. </span><br />
<br />
<span style="font-family: Helvetica;">Plus I was working with people who had written some of the games I had been playing myself at school, I KNEW them, I went to arcades with them at dinner time to nick ideas!</span> <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCBHDX5olDSJOesuW1YWQAYWHmSZWs7Z0LqPyC_13cB8J-KQXMUr14m4mE_dRgTHbgZxddiZsChkEaA82V1RMvyUuX0v6ikqPpVQaqwnpELbpB7O3NL2vkZ1mTzeuXw77hfaPy9GY5ry90/s1600/OceanGang1987.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="318px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCBHDX5olDSJOesuW1YWQAYWHmSZWs7Z0LqPyC_13cB8J-KQXMUr14m4mE_dRgTHbgZxddiZsChkEaA82V1RMvyUuX0v6ikqPpVQaqwnpELbpB7O3NL2vkZ1mTzeuXw77hfaPy9GY5ry90/s400/OceanGang1987.jpg" t8="true" width="400px" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Ocean Software crew</td></tr>
</tbody></table><span style="font-family: Helvetica;">Some of the greats worked at Ocean while I was there, Simon Butler, Mike Lamb, John Brandwood, John Meegan, Andy & Ivan, Paul Hughes, Dawn Drake, Martin Galway, Jon Dunn, Matthew Cannon, Allan Short, Steve Wahid, Steve Thompson, Colin Porsche, Paul Owens and a host of others. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">They all were great to work and/or hang out with after work.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">8: Which other programmers/graphic designers and/or companies impressed you the most during the Spectrum era?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><a href="http://zxspectrumgames.blogspot.com/2011/05/spectrum-games-programmer-interview.html">Steve Turner</a>, I LOVED “Avalon” and “Dragontorc”. I immersed myself in the world he had created on my humble Spectrum, so rich with atmosphere I could wander around these lands for hours, without actually getting anywhere armed with just some Cheesey Knick Knacks. </span><span style="font-family: Helvetica;">I never did finish either of them. </span><br />
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<span style="font-family: Helvetica;">Bo Jangeborg, for “Fairlight” which I spent many hours on, again, not really getting anywhere. Wasn’t too keen on the follow up though, that annoying slow down when you had too many things on the screen had got a bit too much for me on that one.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I loved Gargoyle Games, “Tir Na Nog” was my fav but I loved “Heavy On The Magick” too, they lost it though when they started to do those Faster Than Light games. Shame that, we never did get to see “Fornax” or “<city w:st="on"><place w:st="on">Gath</place></city>”, which were supposed to be the follow ups to “Marsport”. Would be great to hear from them now, I've never seen a recent interview with either of the 2 fellas who ran Gargoyle. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I loved “Trashman” by Malcolm Evans and released by New Generation Software. It was the first original I bought with my 14th birthday money and it’s still a jolly good game. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">Ultimate, of course.<span style="mso-spacerun: yes;"> </span>I’m not going to bleat on about how great they were because it’s been done a zillion times already but seeing “Knight Lore” for the first time on a cold school evening<span style="mso-spacerun: yes;"> </span>left a huge impression on me. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I still remember that evening in a totally useless amount of detail and I have 2 copies of each real Ultimate game on display in my games room, as a sort of homage/shrine/mental type geekness. Those games STILL smell new, when you open up those glossy cryptic instructions sheets, they still smell the same as they did back in 1984! </span><span style="font-family: Helvetica;">Just holding one in my hand transports back to being 14 years old! </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">And still after they turned into Rare they carried on being amazing with the stuff they did on the Nintendo 64 which, in my opinion, are up there with some of the best games ever written, "Donkey Kong 64", "Banjo-Kazooie", its follow up and "Conker's Bad Fur Day". I love 'em! </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">When I dug out my old Nintendo 64 I made it my first priority to get myself a complete collection of Rare games for that machine (my 2nd fav machine after the Spectrum!)</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">9: Do you have any favourite games on the ZX Spectrum? Which are they and why?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">Most of them are mentioned above but other ones I loved then and still love now just because they were great, playable games include “Pogo", “Jumping Jack”, “Antics”, “<a href="http://zxspectrumgames.blogspot.com/2009/08/zx-spectrum-games-jet-set-willy-zx.html">Jet Set Willy</a>”, “<a href="http://zxspectrumgames.blogspot.com/2009/07/zx-spectrum-game-chuckie-egg-zx.html">Chuckie Egg</a>”, “Karnov”, “Rex”, “Ant Attack”, “<a href="http://zxspectrumgames.blogspot.com/2009/06/zx-spectrum-games-thanatos-zx-spectrum.html">Thanatos</a>”, “Bugaboo”, “Way Of The Tiger”, “Boulderdash”, “Dynamite Dan 1 & 2”, “Zub”, “Maziacs” and “Sabre Wulf”. I could go on and on, but I won’t, so I’ll leave it THERE!</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><div class="separator" style="clear: both; text-align: center;"></div><span style="font-family: Helvetica;"><span style="color: #3d85c6;">10: The title screen in Total Recall is very impressive and still looks good today. How was it accomplished on the humble Speccy?</span></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbobZoWmpyUmXqt3XwKvy6DQqJUq5_aLjbuxkBayqX2-qbUteMTOJfkjDaMZCNg01a7wCfZq6xd_JiuEXw6ES5Y2VAJSk9It24Tn7F5TKhCdN23nbEjoOUeu17kMDqRINGeAJlA-RBcQmM/s1600/TRecallUnused1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbobZoWmpyUmXqt3XwKvy6DQqJUq5_aLjbuxkBayqX2-qbUteMTOJfkjDaMZCNg01a7wCfZq6xd_JiuEXw6ES5Y2VAJSk9It24Tn7F5TKhCdN23nbEjoOUeu17kMDqRINGeAJlA-RBcQmM/s1600/TRecallUnused1.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An unused montage screen created for Total Recall</td></tr>
</tbody></table> <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWhjacnVnQfcdLlvY40fMoV8Mlu_wu_8DPQM6MvB6Vn8gwxIsfHUMtdRqYak6gKsd4wkj_mmfpI6aq5f3ZtVXzpNLhEJYtSNzKn8XhmqfqV23rAMTYKlX6uoX-W2aOdKXHIN5N3s6JE7NP/s1600/TRecallUnused2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWhjacnVnQfcdLlvY40fMoV8Mlu_wu_8DPQM6MvB6Vn8gwxIsfHUMtdRqYak6gKsd4wkj_mmfpI6aq5f3ZtVXzpNLhEJYtSNzKn8XhmqfqV23rAMTYKlX6uoX-W2aOdKXHIN5N3s6JE7NP/s1600/TRecallUnused2.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Another unused screen for the Arnie game Total Recall</td></tr>
</tbody></table> <br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_Vd3ZQrel262zohb0dg-_brB-Bli0CuDBOR8W-ekcj97eeGPRyprm9CnNybPyGgJ1J9_ZmAkKcsejhiapCFrfNsyB-h-5JvC4UVs5Ywn0-U8XnR6sV8rnmqfAUv92UKpBWD9nQQKPBvzo/s1600/TRecallFinal.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_Vd3ZQrel262zohb0dg-_brB-Bli0CuDBOR8W-ekcj97eeGPRyprm9CnNybPyGgJ1J9_ZmAkKcsejhiapCFrfNsyB-h-5JvC4UVs5Ywn0-U8XnR6sV8rnmqfAUv92UKpBWD9nQQKPBvzo/s1600/TRecallFinal.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The excellent title screen for Total Recall</td></tr>
</tbody></table><span style="font-family: Helvetica;">Oh! I cheated! Arnie’s face was scanned in. I didn't even scan it in, someone at Ocean scanned it, Bobby Earl I think. All I had to do was position it and draw the planet surface, some triangle thing, a tiny planet and some stars. Easy peesey!</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">11: TaiPan was a very extravagant and feature rich game. The sprites and backgrounds capture medeival japan very well - how did you think about designing the graphics for it?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">That game was produced out of house, by Sentient Software I think. All I did was make the loading screen, which is my least favourite Spectrum screen that I made. The advert art was boring, I hated doing it. It was a drag! </span><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiN4Crnfm-r05PCtqPDlOoDXUw5hOFOjYNUM3LUnuHICdssATDyWTNzo1mRDPuUkUreZamxoYyEYC-9xt3o99MOKw6Wm-oTJrU_IaoYHxcO8ygA4RTdxbOqxdSWRTubdRsmnJglf90T2qDh/s1600/tai1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiN4Crnfm-r05PCtqPDlOoDXUw5hOFOjYNUM3LUnuHICdssATDyWTNzo1mRDPuUkUreZamxoYyEYC-9xt3o99MOKw6Wm-oTJrU_IaoYHxcO8ygA4RTdxbOqxdSWRTubdRsmnJglf90T2qDh/s1600/tai1.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Tai-Pan screen in development</td></tr>
</tbody></table><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg23gb3AaOVHeGzBPZc-TW9H-5kpxu7h4USr0YCEEg_s4hHO-pqLHeXIp9Qf6CZoBIVu6uOuqvoLi_H46c_6ffvMQKtVhyOdlgI_5mQwZNwaZFc3zXRRHQPtCSZX9IxfMSXC7Lm3Oywy8ZM/s1600/taifinal.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg23gb3AaOVHeGzBPZc-TW9H-5kpxu7h4USr0YCEEg_s4hHO-pqLHeXIp9Qf6CZoBIVu6uOuqvoLi_H46c_6ffvMQKtVhyOdlgI_5mQwZNwaZFc3zXRRHQPtCSZX9IxfMSXC7Lm3Oywy8ZM/s1600/taifinal.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The final loading screen for Tai-Pan</td></tr>
</tbody></table></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I don't know why after having MADE the game they couldn't be bothered doing a loading screen themselves. I never played it either, trading games bore the pants off me and I didn't like the look of it. Ugh! Yet it got a Crash Smash! Hey ho!</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">12: Wizball (which was a superb game I might add) was such an iconic C64 game - how much pressure was there when making the Spectrum version considering the attribute colour problems on the machine?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">Mmmm. In my opinion "Wizball" on the 64 is one of THE best games ever! Kudos to Mr Gary Bracey for seeing the potential in it (no licence! A completely original game!) and seeing it through. Also to the boys at Sensible for coming up with it in the first place. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">The Spectrum version was never really finished properly. There was no pressure whatsoever. “Wizball” starts off as a black and white game, the land had lost its colour. That's totally suited to the Spectrum! You fill in each colour and, on the Spectrum, parts of the landscape get coloured in. </span></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYte0JhFHoo-FcWQ5laFREETKoV56fv6HM9DbsjZt40LXEwY9CIuI0ACYBZ8XV_aB5-tHwAPt58dgiioZJN2fivrCTaaETVTwUIjkGJkQv7MkfixWxnl1yn57cendf74WYM2dHJF3EUuQi/s1600/wizballlairbits.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYte0JhFHoo-FcWQ5laFREETKoV56fv6HM9DbsjZt40LXEwY9CIuI0ACYBZ8XV_aB5-tHwAPt58dgiioZJN2fivrCTaaETVTwUIjkGJkQv7MkfixWxnl1yn57cendf74WYM2dHJF3EUuQi/s1600/wizballlairbits.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A selection of sprites from Wizball</td></tr>
</tbody></table><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHku5sS_a7cb-l2Sm29wWX7ZBVYX_E5y95R2uMLotCa5EfqRkGN_ssE_E50VV1uVK9ZBxsfEB5iDMLC1XrffKc-jbxUGFGfRAEAcZkbE1a0XXLSPjhr9lmd70-N4Gkh5aLj_PddQOLLDtz/s1600/wizballsprites.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHku5sS_a7cb-l2Sm29wWX7ZBVYX_E5y95R2uMLotCa5EfqRkGN_ssE_E50VV1uVK9ZBxsfEB5iDMLC1XrffKc-jbxUGFGfRAEAcZkbE1a0XXLSPjhr9lmd70-N4Gkh5aLj_PddQOLLDtz/s1600/wizballsprites.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">More sprites and graphics from the classic game Wizball</td></tr>
</tbody></table><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGrVf0tuqT51uEo4TINbOwENNIBTHHh7rUgij70f7y1FkYXywM5UJDIZGrFfrmsvEhzcTSAG1eWNCc1IeHuWrF_xjqIZ82cQpFpVzn7waxlgj7YQA3isZZrdaDGPLu5ssJeRj5mw7vYB3H/s1600/wizballyinyan.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGrVf0tuqT51uEo4TINbOwENNIBTHHh7rUgij70f7y1FkYXywM5UJDIZGrFfrmsvEhzcTSAG1eWNCc1IeHuWrF_xjqIZ82cQpFpVzn7waxlgj7YQA3isZZrdaDGPLu5ssJeRj5mw7vYB3H/s1600/wizballyinyan.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Those famous Wizball Yin-Yangs!</td></tr>
</tbody></table><br />
<span style="font-family: Helvetica;">I know on the C64 it was a more subtle shading in of different parts of the background, which you couldn't do on a Speccy. The only problems with attributes was from when different baddies passed over each other. Wasn't down to me anyway, that was up to the programmer. </span><br />
<div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
<span style="font-family: Helvetica;">I gave him white graphics, I didn't get any say in what colour they were, Wizball had to be green obviously but everything else was up to Mr Maths.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEja5ODDnmZgw4H30RNSVTcs24YcCzgApXK62bqF_oI-luq49ilCTvlUH-YkQ6MQuJZ4ongTQlQrH9b8RfHHbnlK0udGGNBoIVLbOlA0e-PlRdcki_lco6h8P5lKhEGrxWJDU8DzVZXrlOZR/s1600/wizballFINAL.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEja5ODDnmZgw4H30RNSVTcs24YcCzgApXK62bqF_oI-luq49ilCTvlUH-YkQ6MQuJZ4ongTQlQrH9b8RfHHbnlK0udGGNBoIVLbOlA0e-PlRdcki_lco6h8P5lKhEGrxWJDU8DzVZXrlOZR/s1600/wizballFINAL.png" t8="true" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The final excellent loading screen for Wizball</td></tr>
</tbody></table></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">13: How do you find modern games compared to those of the 8-bit era?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I have a Wii and an Xbox 360 in my house. The Wii, well, it started off promising but go look at a shelf full of Wii games in HMV or Game, it's 95% games for kiddies, or families. Silly quiz games, or compilations of shitty subgames, or singing games. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">There's barely ANYTHING that people are going to look back on and remember, it's a load of old tosh! I was reading an old N64 magazine recently from 1999, and in it they talk about Nintendo getting rid of their 'kiddy image'. Well it's even worse now, lordy mary queen!</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I can't get over how realistic some of the Xbox games look nowadays but you have to put so much TIME into them all. There's not that many games you can switch on, have a blast then turn off. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">For that I have to go back in time and switch on the N64, Megadrive or Spectrum! There's too much involvement, and if you can't commit to the time needed to get on with the game, then it's pointless starting. And I always get stuck at one bit, have to do the bits before it OVER and OVER again, want to throw the damn thing out the window and never touch it again. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">So I don't usually bother. I'd much rather watch someone else playing it! I don't end up screaming at the screen if I do that.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">14: As the Spectrum scene began to fade what did you move on to?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I did some 16 bit games at Ocean for a little while. Went freelance when I moved back home from Manchester to Northampton, worked on some even less well know titles, nearly worked for Bullfrog on "Flood 2", which would have been great fun to do had it not all fallen through then went to Israel for a while. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">Came back and got a normal job. I should have stuck it out. My biggest regret now looking back was leaving Ocean. I was an idiot! Boo hiss boo!</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">15: Can you tell us what you are up to nowadays?</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">For a job I work with young adults with learning disabilities which I love to bits. I'm a known expert on Syd Barrett & the early Pink Floyd and have had my name credited on a documentary and in 3 major published books on him.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;">I helped Pink Floyd's management company with Syd's official, posthumous website too which was fun. I play guitar and can sing and when the mood takes me make home recordings of songs I think are hot, thought I can't write a song for toffee. I also design inlays for various unofficial Syd/early Floyd/Beatles DVD and CD covers, that are then distributed via the internet. Keeps me busy.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"><span style="color: #3d85c6;">16: With the <strong>retro gaming</strong> scene booming would you consider being the graphics artist on another Spectrum game? Go on, you know you want to....<span style="mso-spacerun: yes;"> </span>;)</span></span></div><div class="MsoNormal" style="margin: 0cm 0cm 13pt; mso-layout-grid-align: none; mso-pagination: none;"><span style="font-family: Helvetica;"></span></div><div class="MsoNormal" style="margin: 0cm 0cm 0pt;"><span style="font-family: Helvetica;">I'd love to do another Spectrum game. I did put the feelers out a while back (and nearly ended up making an iPhone/Android game but that fell through) but no one came forward. I need a good programmer who is willing to bash some ideas together.</span></div><div class="MsoNormal" style="margin: 0cm 0cm 0pt;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 0pt;"><span style="font-family: Helvetica;">I'm currently making the inlays for a massive 8 DVD Beatles set, called 'The Cathode Ray Tube Collection'. I'm 2 in and 6 to go at the moment. </span></div><div class="MsoNormal" style="margin: 0cm 0cm 0pt;"><br />
</div><div class="MsoNormal" style="margin: 0cm 0cm 0pt;"><span style="font-family: Helvetica;">When that's all done I'm project-less and will be looking for my next little time consumer thingymahoop so if anyone is up for it, let me know. I'm on the look out.</span></div><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTBirO83sUEqNtISEWOfh0XE4k7E09jXtFXjmAs50mPWTAVSrMrDE1SXEQL77LPb_i4f-GpjWokhkVqGpocZ06inzwRhkPPa_miGrUfLaUE-wrWgqOo9OPvrjdtLC1UHJi0mliFryUkxyA/s1600/MarkGaryJimNov2010.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191px" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTBirO83sUEqNtISEWOfh0XE4k7E09jXtFXjmAs50mPWTAVSrMrDE1SXEQL77LPb_i4f-GpjWokhkVqGpocZ06inzwRhkPPa_miGrUfLaUE-wrWgqOo9OPvrjdtLC1UHJi0mliFryUkxyA/s320/MarkGaryJimNov2010.jpg" t8="true" width="320px" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mark with his old boss Gary and top Ocean programmer <a href="http://zxspectrumgames.blogspot.com/2009/12/spectrum-games-programmer-interview-jim.html">Jim Bagley</a> in 2010</td></tr>
</tbody></table><br />
Many thanks go to Mark for taking the time to discuss his days at Ocean and for supplying so much information. Brilliant.<br />
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<strong>Classic Games</strong>, <strong>Arcade Games</strong> and <strong>ZX Spectrum Games</strong>The Retro Brothershttp://www.blogger.com/profile/14651403945932259915noreply@blogger.com4