ZX Spectrum Games

ZX Spectrum Games

24 Apr 2017

Spectrum Games - ZX Spectrum Next - ZX Spectrum Games

Hi Folks.

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!

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!

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.

When you look at the people involved (Rick Dickinson, Victor Trucco, Jim Bagley, Henrique Olifiers and Fabio Belavenuto) you cannot help but become excited.

The ZX Spectrum Next

You can read more about the latest developments at ZX Spectrum Next.

The ZX Spectrum Next:

I already know that I have to have one.
:-)

16 May 2014

Spectrum Games - Programmer Interview - Jason (Jas) Austin

Jas Austin
Jas Austin worked on a number of games for our beloved ZX Spectrum back in the 1980s.

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.

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...

WAR by Martech

1: What was the first computer you ever programmed on? And how old were you at the time?

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.
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.

2: Which game was your fist ever commercially published title?

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.

3: Automata were a pretty big name in the industry during the early 80's. What was it like having work published by them?

It 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.

4: After Automata you worked on many games for Martech. How did this differ from your time with Automata?

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.

Initially, I was employed by a company called Catalyst coders, who in turn were making games for other companies. 

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.

5: What did you enjoy about developing on the ZX Spectrum?

Interesting question... Part of the enjoyment of the Spectrum was simply the sheer challenge of writing games on it. 

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. 

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.

6: Conversely, was did you not enjoy when working on the Spectrum?

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. 

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. 

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.

7: Of all the Spectrum games you worked on which are you most proud of and why?

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. And even though Rex at heart was a platformer, it also had elements of a Bullet Hell shooter way before they became mainstream. 

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.

8: Were you given free reign to develop games or did other people come up with gaming ideas too?

Yes, luckily we were always given free reign over game designs. Even with the licensed titles such as Tarzan and Nemesis the Warlock. As long as we stuck to the spirit of the subject we could do as we pleased. 

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.

Nemesis The Warlock on the ZX Spectrum
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?

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.

10: Which other software houses or developers impressed you most at the time?

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.

11: Do you play any current game?

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 3rd play-through...

12: Can you tell us what you are up to these days?

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.

You can find out more about Origin8 at www.origin8.com. And you can find me chatting about gaming and gamedev on twitter @IamXERO.

13: Finally, with the retro-scene booming, would you consider creating another game for the Spectrum?

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...


Classic Gaming with The Fury:

2 Oct 2013

Spectrum Games - Programmer Interview - Kevin Allison

Kevin Allison
Kevin Allison worked on both the ZX81 and ZX Spectrum in the early 1980's as a games programmer before moving on to other areas.

His most recognisable title for the Speccy was Spectipede released by R&R Software and later Mastertronic.

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.

1: Hello Kevin. How did you get into games programming?
My interest in home computing was first piqued when I went to a party and they had a early model Commodore Pet running, with Space Invaders 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 -
http://www.zx81stuff.org.uk/zx81/showmag.php?mag=SinclairUser/Issue007/Pages/SinclairUser00700039.jpg

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.

2: How did creating Spectipede for R&R Software come about?
I was an avid arcade game player at the time when the Spectrum came out, having a small arcade near the office where I worked. Pacman and Centipede 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)

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.

3: How long did it take to complete the coding of the game?
I can't remember now but probably around 3 or 4 months to fully finish, refine and debug.

4: As far as I can tell, Spectipede is your only ZX Spectrum title. If this is the case can you tell me why?
Later on I also wrote "Ice Attack" in machine code as a spectrum version of the Pengo arcade game. 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 !

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).

5: What did you move onto after the game was finished?
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.

6: With the retro-gaming scene booming would you ever consider creating another ZX Spectrum game?
No, too time consuming for me

7: Is there any chance of a 'Spectipede' 2013?
As Q6

8: What did you like about programming on the Spectrum?
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.

9: Conversely, what did you not like programming on the Spectrum?
Nothing particular to dislike (other than the slow rubber keyboard !)

10: Which developers or companies impressed you most at the time?
No companies/developers in particular as I recall but my two favourite games were probably Manic Miner and Jet Set Willy.


11: Can you tell us what you are up to nowadays?
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.

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 ?)

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.


Once again many thanks to Kevin for taking the time to talk to me.
Cheers folks and I hope you enjoyed it!

Arcade Games, Classic Games and ZX Spectrum Games

28 Aug 2013

ZX Spectrum Games - Dark Fusion - Classic ZX Spectrum Game

Dark Fusion ZX Spectrum
Another title in the long line of playable arcade games for the ZX Spectrum that exuded playability, quality and polish.

This classic game was released for our favourite 8-bit machine just as the transition to the more powerful 16-bit machines was gathering pace.

The year was 1988. The publisher was Gremlin Graphics. The game was Dark Fusion.

The result was a formidable shoot em up that proved there was still plenty of life in the good old Speccy...

Dark Fusion on the ZX Spectrum

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'.

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.

To enter a zone you had to first find a fusion pod which was displayed on screen by a funky pulsating beacon.

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.

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.

This is Dark Fusion - and not a Hewson game!
What we had here was a collection of three mini-games that resembled the likes of Exolon, Gunrunner and R-Type.

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.

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.

Gameplay was challenging and rewarding, yet Dark Fusion just lacked that certain something to make it a true 'must have' title...

The excellent theme tune to Dark Fusion by the legendary Ben Daglish:

On Release:
This game was met with a lot of positive feedback when it was released. Crash Magazine 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.

The test of time:
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....

GENRE: Arcade Game
RELEASE DATE: Late 1988
RELEASED BY: Gremlin Graphics
DEVELOPER(S): John O'Brien, Berni, Ben Daglish
PRICE: £7.99 - UK

Classic Gaming Courtesy of RZX Archive:
Classic Games and Arcade Games

5 Jul 2013

ZX Spectrum Games - Codename MAT - Classic ZX Spectrum Game

Codename MAT ZX Spectrum
Codename MAT was a space based arcade strategy game that was released for the Speccy back in 1984 by Micromega.

It was programmed by non other than Crash Magazine'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.

Codename MAT was an excellent game and deserved every accolade awarded to it.

Daunting at first, this game was an ambitious piece and proved that a lot of depth could be crammed into only 48KB of RAM.

Codename MAT loads up on the ZX Spectrum

The cassette inlay card did a great job of setting the scene with the following paragraph:

‘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...'

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.

These alien pests are planning on attacking lonely outer planet Pluto first and then working their way inwards towards Earth.

This allowed the game to be divided into 'sectors' comprising of Pluto, Neptune, Uranus, Saturn, Jupiter, Mars and Earth.

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?

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.

Viewing Earth in Codename MAT on the ZX Spectrum
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.

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.

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.

Failure to achieve the transition resulted in the Centurion ending up in some other random sector.
Travel between planetary systems was accomplished by navigating through one of the two stargates in much the same way.
The Codename MAT sector scan
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.

In fact, the game really opened up once you had mastered the many scanners and instruments in the game.

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.

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.

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.

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.

These fleets could be moved around and used to help in the battle to great effect, opening up a whole tactical battle mixed with arcade action. I suppose in a way it was a precursor to the likes of the PC Classic Homeworld.

On Release:
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.

The Test Of Time:
For me this is a real classic retro game 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!

We recommend getting hold of the real hardware - but if not then download a ZX Spectrum emulator and download Codename MAT for the ZX Spectrum. Alternatively you could try and play it online.

GENRE: Arcade Strategy Game
RELEASE DATE: 1984
RELEASED BY: Micromega
DEVELOPER(S): Derek Brewster
PRICE: £6.95 - UK

Classic Gaming with Codename MAT:


Classic Games, Arcade Games and ZX Spectrum Games

29 May 2013

ZX Spectrum Games - The Empire Fights Back - Classic ZX Spectrum Game

The Empire Fights Back
This cult classic game was yet another budget offering from the kings of cheapo gaming, Mastertronic.

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.

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!

The Empire Fights Back cassette sleeve looked awesome 
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'.

As the story in the inlay went...
'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.'

The Empire Fights Back Loading Screen
As you can see the aim of the game is fairly simple, you must fly through space to five mines and shut them down.

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.

What you have is an arcade game which consists of multiple mini-games.

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!

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.

 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.

The garish mine in The Empire Fights Back

GENRE: Arcade Game
RELEASE DATE: 1985
RELEASED BY: Mastertronic
DEVELOPER(S): Clive Brooker
PRICE: £1.99

Classic Arcade Action:


Classic Games, Arcade Games and ZX Spectrum Games

29 Mar 2013

ZX Spectrum Games - ZX Spectrum Programming Masterclass - Part 2

ZX Spectrum Programming Masterclass Part 2
Just like part 1 this clip was uploaded to YouTube by Jesus Zafra.

If the Speccy says I'm cool then it must be true!

The video itself was first released back in 1984 to accompany the book of the same name which was published by WH Smith.

This video deals with data management, simple animation, arrays and string manipulation, which handily leads into an example of a simple hangman game.

This is all great stuff and contains the fundamentals of any type of programming.

Take it away once again David...



ZX Spectrum Games, Arcade Games and Classic Games

25 Mar 2013

ZX Spectrum Games - ZX Spectrum Programming Master Class Part1

ZX Spectrum Programming Master Class Part 1
This clip was uploaded to YouTube by Jesus Zafra. Well done that man!

We are PEEKING and POKING!
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 ZX Spectrum was becoming more popular me on a night out ;-).

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.

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 'arcade' quality games!

Turbo Rubber Duck Shootout
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.

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.

Look out for Part 2 shortly!

Take it away David...


Classic Games, Arcade Games and ZX Spectrum Games

27 Feb 2013

Load ""

Load ""
We all remember typing in Load "". Some of us will even remember Load "" Code.

Many an evening spent tweaking your volume control, sliding your tone control another two millimetres, trying again to get your newest purchase to load.

Scrap of paper, volume, tone and title noted. Your personal loading database.

Well, Mr Zogue let me know of this musical composition that incorporates the famous ZX Spectrum loading sounds.



Give it a listen and mess with your audio settings until you get it just right...

6 Feb 2013

Spectrum Games - Zzoom - Classic ZX Spectrum Game

Zzoom ZX Spectrum
This really is a classic game from the earlier years.

 Imagine Software (pre Ocean Software takeover) released this game way back in 1983.

 It was quite a revolutionary game with it's 3D graphics and fast paced action. This is back when any sort of 3D was pretty much visually amazing.

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 arcade games further.

Let's take a look at an earlier classic.


Zzoom. It's not an ice lolly
The object of the game was to protect refugees (who ambled along the horizon) from enemy aircraft, tanks and submarines.

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!

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?

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.

All of these arcade games had bonus totals eh?

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.

Dakka Dakka Boom....
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.

You also had to keep an eye on your height otherwise you would find yourself crashing and burning. It was 'Goose' all over again...

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...

On Release:
This classic game 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.

The Test Of Time:
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.

We recommend getting hold of the real hardware - otherwise download a ZX Spectrum emulator and grab Zzoom from World Of Spectrum. 

GENRE: Arcade Game
RELEASE DATE: 1983
RELEASED BY: Imagine Software
DEVELOPER(S): Steve Bower, John Gibson, Mark Butler
PRICE: £5.50

3D Arcade Action:


Arcade Games, Classic Games and ZX Spectrum Games

10 Jan 2013

Spectrum Games - Hypaball - Classic ZX Spectrum Game

Hypaball ZX Spectrum
This was the second computer game for the good old Speccy by Bernie Dugggs, aka Doug Burns.

His first (Ping Pong) was an excellent conversion of the Konami table tennis game which goes down in history as one of the great arcade conversions for our beloved 8-bit machine.

This classic game was released by Odin in 1986 and is one of the few Spectrum Games where distribution is still denied all of these years later.

Like any good game from the 1980s it had a back story and synopsis to set the scene. Game on...

The minimalist loading screen works well
The inlay instructions proudly tell us:
'Beyond field sport, deep into the future of mankind, lies the greatest team game in the known Universe - Hypaball.'

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 gameplay.

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.

The game takes place in the ultra-cool sounding 'Hypa-Dome', played against the clock, with each team trying to outscore the other.

The 'goal' is basically a moving box on a central column which is constantly shifting upwards and downards on it's vertical axis. 


I'm hypa just thinking about it!
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.

The winners of the game are (unsurprisingly) the team with the highest score at the end of the match.

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.

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.

On Release:
This is a game that met with a pretty lukewarm reception when it was released back in the day. Crash magazine 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.

The Test Of Time:
This is a classic game 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 Speedball II.

We recommend getting hold of the real hardware - and this game is not available for download online.

GENRE: Arcade Game
RELEASE DATE: 1986
RELEASED BY: Odin
DEVELOPER(S): Doug Burns
PRICE: £9.99

Classic Arcade Action:
 

Classic Games, Arcade Games and ZX Spectrum Games

20 Dec 2012

Spectrum Games - Santa's Xmas Caper - Classic ZX Spectrum Game

Santa's Xmas Caper ZX Spectrum
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.

So in the spirit of things I have decided to take a look at a classic game I actually never played back in the day; Santa's Xmas Caper.

Released in 1991 by Zeppelin Games LTD this is from the twilight era of ZX Spectrum gaming, as by this point most of us had switched to a 16-bit machine.

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.

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.

Ho Ho 'crap game for Christmas' Ho

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.

In classic gaming 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.

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!)

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.

It's trippy alright. Check out those crap graphics...

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.

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.

To top it all off they couldn't even get the music in tune. Unforgiveable, and it's a bog standard beeper effort too.

All in all I would say this is one to avoid. Do not ruin any part of Christmas by playing this game.

Cheers all and Merry Christmas!

Santa goes on his caper, the poor bugger:

Classic Games, Arcade games and ZX Spectrum Games

9 Nov 2012

Spectrum Games - Glass - Classic ZX Spectrum Game

Glass ZX Spectrum
Glass was a 3D arcade game released for the ZX Spectrum by the always cool sounding Quicksilva back in 1985.

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.

With it's impressive sounding title, fast moving 3D graphics and decent back story this is a classic game that did have a bit of a 'wow factor' back in the day.

The Effective Loading Screen
Glass actually stood for Ground Level Alien Strike Simulator, meaning the game was based on your training to take out three enemy cities.

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.

This simulator took you through a series of screens, with each acting as a mini-game in itself.

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.

If your shields were expended you could still continue in game with zero score if you so desired.

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!.

The score achieved also set your crew status level, with fourteen levels of excellence to pass through.
Only the best could reach the level of 'Game Lord'.

Nice Reflection Effect
This game was released when 3D graphics were still revolutionary enough to cause a stir in the gaming world.

The sprites move towards you at a fast lick and the reflection effect on the glass surface is, for the time, pretty damn nifty.

Some stages play better than others. The avoiding towers sub game is reminiscent of the classic game Deathchase 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.

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.

When the final city is revealed it does look quite impressive and it almost a shame to nuke it!

All in all this is a decent enough game. It scored highly in Crash Magazine but fell slightly short of the coveted  Smash award, which for seems just about right.

Funnily enough 3D games on 8-bit machines tend to have aged more than other gaming genres, and this one falls into the same bracket I feel.

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.

GENRE: 3D Arcade Game
RELEASE DATE: Summer of 1985
RELEASED BY: Quicksilva
DEVELOPERS: Paul Hargreaves
PRICE: £7.99 (UK)

Marvel at a rapid moving slice of Arcade Action...


Classic Games, Arcade Games and ZX Spectrum Games

12 Sept 2012

Spectrum Games - Rolling Thunder - Classic ZX Spectrum Game

ZX Spectrum Rolling Thunder
This classic title was a very popular arcade game back in the day and home computer conversions were par for the course in the 1980s.

Namco's game was released in 1986 and the ZX Spectrum version arrived in 1988 courtesy of good old US Gold and Tiertex.

As far as side scrolling platform arcade games go, Rolling Thunder was up there with the likes of Green Beret in terms of playability and fast paced action. But could it be converted to the Speccy successfully?

Let's take a look...
Rollin' Rollin' Rollin'....
Like any classic game there was a back story to accompany the action...

The player took control of a spy (codenamed Albatross), a member of the WCPO's (World Crime Police Organization) also known as 'Rolling Thunder'.

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.

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.

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.

 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.

Hooded Henchmen Everywhere!
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.

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!

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.

On Release:
This game had been pretty popular down the amusement arcades and was one that I put a fair few ten pence's into. The ZX Spectrum 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 Green Beret, Cobra and Uridium) 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.

The Test Of Time:
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.

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 play it online.

GENRE: Arcade Game
RELEASE DATE: 1988
RELEASED BY: US Gold Software
DEVELOPER(S): Tiertex
PRICE: £8.99 - UK

You called down the thunder...


Classic Games, Arcade Games and ZX Spectrum Games

28 Jun 2012

Spectrum Games - Odyssey 1 - Classic ZX Spectrum Game

Odyssey 1 ZX Spectrum
This classic game 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 Fahrenheit 3000, Blockbusters and Turtle Timewarp.

You may remember we managed to Catch up with Chris Jones about three years ago who gave us many fascinating insights into the ZX Spectrum gaming scene at the time.

This is a real old school arcade game from the early days of the machine that still has an air of simple playability to it, even after all these years.

Check out the retro loading screen
There was an actual backstory to this game which went along the lines of...
Two warring planets named Panos and Riggos.

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!

Mopping the sweat from my brow as I type....   :-)

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.

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!

But even if the Astro-fleet is destroyed, you cannot rest easy as the Riggosians will themselves come to Panos.

These desperate pterodactyl-like creatures of incredible ferocity are to be feared most of all. No-one has ever faced the Riggosians before...

It looks simple but it plays nicely
As you can probably tell from the back story this, classic game is a three-part mixture of arcade games which is enough to test the skills and reflexes of most shoot em up freaks.

Phase 1 is very similar to the arcade classic 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.

Completing this screen plonks you in an Arcadia 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!

Screen 3 pits you against those pesky pterodactyl-like creatures which swoop down towards you (rather nicely for a 1983 game I might add).

Beat these dudes and the battle is won!

On Release:
The general feeling was that this was a surprisingly difficult and addictive game 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

The Test Of Time:
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.

We recommend getting hold of the real hardware - but if not then download a ZX Spectrum emulator and download Odyssey1 for the ZX Spectrum. Alternatively you could try and play it online.

GENRE: Arcade Game
RELEASE DATE: 1983
RELEASED BY: Perfection Software
DEVELOPER(S): Tim Williams, Chris Jones
PRICE: £5.50 - UK

Classic Games, Arcade Games and ZX Spectrum Games

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