Showing posts with label ZX Spectrum. Show all posts
Showing posts with label ZX Spectrum. Show all posts

Feb 16, 2017

Eye^Game^Candy: Where Time Stood Still


There were but a few games that really took advantage of all the extra RAM the 128k ZX Spectrum provided, and even fewer that attempted to craft beautiful, isometric open worlds populated by rule-based AIs, and the odd Tyrannosaurus Rex. Actually, Where Time Stood Still by Denton Designs (published by Ocean Software), a follow up of sorts to the already groundbreaking The Great Escape, is the only game that managed to really pull off such an impressive feat on the humble Sinclair 8-bit. It is still a beautiful, ambitious, and engrossing survival horror, exploration, RPG-lite action-adventure that has aged remarkably well. Its crisp and fluidly animated black-and-white graphics look as beautiful as ever, and its exotic The Lost World-esque setting remains properly fresh. Interestingly the game also got MS-DOS and Atari ST ports.

Find out more, download a copy, or even play Where Time Stood Still online on World of Spectrum, and then read a bit more about it over at Hardcore Gaming 101

Jun 25, 2014

Kaptain Brawe II singing for Viggo on a ZX Spectrum


Hello reader, here are three Kickstarter campaigns that deserve our love:

Kaptain Brawe 2: A Space Travesty

The original Kaptain Brawe, its very first demo to be precise, was one of the first indie adventures I covered on this blog back in 2006. It was a point-and-clicker that looked absolutely lovely in its hand-painted world  and one that spent a few years in development hell before finally becoming a good game ages later. Now, veteran game writer Steve Ince and Bill Tiller of Monkey Island 3 fame have been brought on board for what can only be described as an ambitious and exciting sequel that needs your crowd-funding moneys.

The campaign will be live for another day (at the time of writing) and can still use all the support it can get in order to reach its goal.


A Song for Viggo

Created using folded paper and stop-motion animation, A Song for Viggo is both visually striking and aiming to touch upon the depression that follows a tragedy. Its grim theme is in stark contrast to its beautiful visuals, its writing seems to be able to move and its mechanics will apparently be built around a single puzzle: living you life. Oh, and the two new videos the dev released (here and here) are more than promising.


The Story of the ZX Spectrum in Pixels

It's a new book on the ZX Spectrum by Chris Wilkins and, just like his previous books, it's looking lovely. It will apparently be a colourful and well-laid out affair covering most of the definitive Speccy games, while also providing interviews with developers and bits of history. The book will mainly be a visual journey from 1982 to the early '90s filled with huge screenshots, retro game advertisements, inlay artwork, loading screens and more.

Reminder: I could really use your support via Patreon in surviving long enough to make more indie gaming (and gaming) words and things. Thanks! 

Aug 1, 2011

The Mark Jones Interview

Having worked on more than a few classic games on the ZX Spectrum -including an amazing port of Wizball, Arkanoid II, Tai-Pan, Gryzor and Total Recall- Mark Jones, a game designer and game artist, has agreed to shed some light on what developing 8-bit (and some 16-bit) games was all about. Oh, and to talk about retro graphics design, classic games, modern indie gaming and his forthcoming iOS projects too.


Do you miss the days working and being creative over at Ocean?

Yeah, I suppose I do. I don't miss the waiting around after I'd finished a project and waiting to be teamed up for the next one. I spent many days looking for things to do. Shame really. It was great though in the main, it was my first job away from home. I was doing something I daredn't even dream of 6 months before and working for one of THE big software houses in the world with some very talented and lovely people.

Did you also work for Imagine?

Yes, but it was the same company after the original Imagine went bust and Ocean bought just the name. The same people did the games, in the same building on the same computers. We all tried to work out the pattern, as to wether a game would be an Ocean or Imagine game, but whenever we thought we'd worked it out, a game would be announced that would contradict our theory!

You were both a games artist and a game designer. Were you often conflicted about your role? What did you enjoy the most in each aspect of your work?

I was never employed as a games designer. The closet I got to being one was throwing some ideas around with Simon Butler when he was given the task of designing a game based on the film Platoon. I was staying at his house at the time and remember talking about it a few evenings after we'd got back to his. I thought of the tunnel section where the bloke comes out of the water, but that was about the only major contribution I ever made to a games design in the Ocean days. I did have a major hand in designing Flood 2 for Bullfrog which was going to have lots of original monsters in it and loads of nicked ideas from all the best platform games I'd ever played, but it didn't happen in the end. 

The best part of either roles was seeing something you'd been working on coming together, be it a loading screen or a walk animation and the programmer puts it in the game and you can see it, moving about, doing what it's supposed to do.

What tools did you use?

On the Spectrum we used an amended version of Melbourne Draw that had added animation capabilities, tacked on by Paul Owens, a veteran in-house programmer. And for the loading screens I used a combination of that one, plus The Artist 2 and Art Studio. They all had bits that they did better than the others, but as to what those bits were, I've completely forgotten. Once we'd moved over to 16 bit graphics we used an in-house animation and map editor called Fudd-Ed (after the programmer John Brandwood, who's nickname was Elmer Fudd). It was a breeze to use and made creating animations & maps on the ST a doddle.


Which games you've worked on make you feel the proudest?

Well, the Spectrum conversion of Wizball is the one I'm remembered for the most. It was my first game proper, it did get loads of great reviews, a Crash Smash and a Sinclair User Classic, but my displeasure at having it released with loads of stuff missing, as good as unfinished, is well documented and I don't feel like moaning about it anymore.

Which of your games and the games you've worked on would you recommend to a modern gamer?

None, they'd all get laughed at. I'd show them my loading screens, that's about all.

How did you decide to get into actually making games?

I just used to draw graphics on the screen while I was till at school, not for any purpose, just messing about, and amassed quite a collection. Not much of it was very good. I was featured in the first Crash 'On The Screen' feature where they showcased readers Spectrum art. Most of mine was rubbish and everyone after me were miles better. I used to show off my work in the local computer shop and my boss, Graham Wilson, and some of the other people who worked there said I should send some stuff off and try and get a job doing it. So I put a tape together and ended up getting the job at Ocean.

And what did you use for your first computer gaming experiences?

My cousin had a ZX81 so my very first games were things like Mazogs and 3D Monster Maze. He ended up getting a Spectrum just after I'd been round a school mate called Neil Anderson's house and saw his Speccy. I remember Neil loading up Bruce Lee, Jet Set Willy and Atic Atac. I started begging my parents for one and they caved in, eventually, and I remember pulling it out, as a surprise, from between the chair and the sofa in our living room. My own 48k rubber keyed Spectrum!

As for Tai - Pan, well, you still remember. it don't you? Could be have a brief making-of?

I only did the loading screen, that's all. The game was made out of house by Sentient Software, they didn't do a loading screen, so Gary Bracey asked me and I did it. It's my least favourite loading screen of mine though.

What about your work on the 16-bit machines? Any fond memories?

No, not really. It all started to go tits up for me then. I suppose back then I didn't have the patience I do now. I lost interest quickly and what with the increase in colours and smaller pixels, graphics took longer to make. You'd end up with 2 or 3 artists working on one game and I didn't like that either. They would do something in completely different style to me and I didn't like that it was going in the game I was working on. Stupid really. I really enjoyed working on Flood 2 for Bullfrog, but then just as we were kicking up speed it all fell through"

What were your favourite games of the era?

Fav Spectrum games include both Legend / Dragontorc of Avalon, Trashman, Tir Na Nog, Dynamite Dan 1 & 2, Stop The Express, all the Ultimate stuff up to and NOT including Cyberun, Boulderdash, Zub, Bugaboo, Splat, Fred, Karnov & Rex to name but a few.

How about today's games?

Well it's not really a new game but I've recently been playing Kameo on the Xbox which is class, by Rare. It's coming on for 10 years old, so I guess it's pretty old now! I have tried playing some newer games like Batman: Arkham Asylum, Halo 3 and Fable II, and I lose interest very quickly. Playing them is like watching a film and you have to commit so much time to them to actually get anywhere that I just get bored! The newest games I LIKE playing are those from the Nintendo 64 era, that's about as modern as I get.

Is there a game designer you truly admire?

The Stampers with all their Ultimate & Rare output. Shigeru Miyamoto for Super Mario 64 and Legend of Zelda: Ocarina Of Time. Predictable answers I know. Less predictable is Steve Turner with his Avalons and the Gargoyle Games fellas.

Would you say the contemporary indie scene is reminiscent of the Speccy bedroom coding era?

A little, the big difference being that back then it was all new, and we were all seeing and experiencing new things for the first time. It's good that people are going back to writing games in their back rooms, but it's all a bit 'seen it all before' now, isn't it?

Are you still interested in designing games and their graphics? Any plans for a new game perhaps?

I am about to start on a retro style game for the iPhone/iPad with a programmer who used to play MY games when he was a kid! He's already had some jolly games published, thought I have to keep quiet about what the game is for now. Though I'm sure I'll just come up some nice but 'seen it all before' type graphics myself! I can't wait to get started. I've had some practice and I'm sure, with just a bit of oiling, I can come up with the goods. It has been over 20 years since I worked on a game that was published. I'm getting a bit bored talking about work I did over 20 years ago! Would be nice to have something new to be interviewed about at last! Fingers crossed all goes to plan.

Related @ Gnome's Lair:

Dec 3, 2010

Eye^Game^Candy: Alien 8

Ultimate Play the Game, the game developer now known as Rare, was one of the most secretive and brilliant teams of people creating games for the ZX Spectrum. They were also responsible for the 1985 hit Alien 8; a beautiful, isometric arcade adventure that came in a pretty lavish box. Do find out more about it and play it online over at the excellent World of Spectrum.

Nov 26, 2010

Being Creative with a Sinclair ZX Spectrum

The ZX Spectrum was, and gaily still is, a brilliant little computer and a working class gaming machine with a truly huge game library. But why should you care for such a relic of the 80s and why should you try to contribute one more game to the 20,000 already available for the thing? Well, nostalgic and historic reasons aside, the Spectrum does have a variety of advantages: a) it doesn't need to be upgraded/replaced every few years; the Spectrum *is* and Rilke would love it, b) it imposes a series of limitations that help artistic and programming skill thrive, c) it allows for small and focused games, and d) there's a huge and active community that will happily show its amazing spirit of camaraderie.

What's more for those of us that feel that assembly can be incredibly intimidating and Sinclair's BASIC ridiculously slow, there are more than a few game creation utilities that can help get things started. This post is a selection of four of the best and simpler to use utilities of the sort I'm aware of and have even actually tried. Mind you, searching around will definitely provide you with further options.

Professional Adventure Writer: This is probably the best text adventure creation system available on the Speccy that will let you pen pretty huge pieces of interactive fiction and -provided you are so inclined- add graphics to them. More than a few classic commercial adventures have been created with it and though I'd suggest you grab a used boxed copy of the thing (I do like my manuals printed, you see) you can download a copy of everything you need from the World of Spectrum. The PAW Reservoir might also come in handy.

SEUD (Shoot-em-up Designer): A Jonathan Cauldwell creation and an easy to use (really) program that will allow you to create fast scrolling shoot-em-ups on the Spectrum. Having already created a few tiny shmups and having already reviewed SEUD I can't help but suggest anyone interested should grab a copy from Cronosoft. And here is another review.

Arcade Game Designer: Another powerful utility, though this time one geared for the creation of simple arcade games. You can download it for free and thank the prolific Jonathan Cauldwell for it. Keep in mind though that this does require a bit of programming as -despite being much more powerful- it does feel a lot like BASIC.


Platform Game Designer: Shockingly, this is another Jonathan Cauldwell offering and another game creation utility you can buy from Cronosoft. It apparently is very easy to use and will allow for the creation of a variety of platform games provided they are in the style of Manic Miner or Jet Set Willy. Judging by what the community has come up with this, it is a platforming powerhouse and your one chance at creating Manic Miner II.

Related @ Gnome's Lair:

Sep 29, 2010

Eye^Game^Candy: 3D Deathchase

3D Deathchase 3D Deathchase or simply Deathchase was released for the humble 16k ZX Spectrum back in 1983 and remains a rather excellent and incredibly addictive game to this very day. Unfortunately and despite its impressively fast 3D graphics it never featured an Ewok.

Jul 15, 2010

Meet Manic Miner

Manic Miner

It has come to my attention that the majority of this blog's brilliantly smart and generally gorgeous readers are not, in fact, European, meaning that they most probably remain unaware of the classic platform game that was Manic Miner. This situation is of course unacceptable, as Manic Miner is my all-time favourite game of the genre and easily sits among my top 10 games ever. It also is a game everyone must play; preferably on the platform it was created for: the ZX Spectrum.

Manic Miner, the prequel to Jet Set Willy, in what can only be described as a really brief history lesson, was developed for the 8-bit ZX Spectrum back in 1983 by teen programmer and cult-icon Matthew Smith and published by Bug Byte, only to be later re-released by Software Projects (Smith's new company) and eventually get itself (officially) ported on almost everything that could load games, including the C64, the Amiga, the Oric-1, the Z88, the Amstrad CPC, the Dragon 32, Nintendo's GBA and even the Sam Coupe. Interestingly, most of these ports added new levels, new enemies and new ideas, which have finally been compiled into Manic Miner: In the Lost Levels; the best Nintendo DS game ever. But, as is customary, I digress.

Manic Miner ZX Spectrum

The game itself was inspired by Bill Hogue's Miner 2049er and was a single-screen platform game, that saw Willy, Manic Miner's protagonist, jump over surreal enemies and deadly pits, collect keys and avoid a variety of traps in order to beat 20 incredibly difficult caverns (levels). And when I say difficult, I really mean it. I've been playing the Speccy version of Miner Willy (without cheats or emulator-based saves; yes, I do have my hardcore gaming fetishes too) for over 20 years and have reached the final level only twice. I can achieve the perfect playthrough of the first 10 caverns without even thinking, mind, but still can't beat the game with the meager three lives provided.

Manic Miner Central Cavern

But, why do I persevere with it? Simple. The enjoyment provided is unequaled. Manic Miner, you see, is a masterfully crafted platformer; a true masterpiece in game design. It demands pixel-perfect precision and swift pattern recognition, yet is never unfair, boring or confusing. Each level is entirely unique both in mechanics and in appearance, utterly demented, has a ridiculous name ranging from Attack of the Mutant Telephones to The Menagerie, and features its very own assortment of enemies. And yes, the enemies have to be seen to be believed, as the game attacks gamers with an outrageous selection of baddies that includes mutant telephones, seals, Ewoks, Pac-Men, killer toilettes, Kong Beasts, penguins, safes and (much) more.

Then again, words can't do Manic Miner justice. You simply have to play it. Preferably with a Kempston-compatible joystick.

Find out more about Manic Miner over at Wikipedia, MobyGames, and of course World of Spectrum, where you can also download the game or even play an online emulated version. What's more, there are quite a few related Gnome's Lair posts that will definitely interest you:

Jan 28, 2010

The Free (!) ZX Spectrum Book - 1982 to 199x

When I first heard about the ZX Spectrum book - 1982 to 199x by Hiive books I was decidedly thrilled. I also decided to grab a copy and miserably failed. This apparently brilliant book, you see, swiftly sold out and was soon replaced by a luxuriant hardback edition, that was way to expensive for me. Thankfully, Hiive, being the busy indie little publishing house it is, went on and published the The Commodore 64 Book - 1982 to 199x, which I immediately grabbed. And it was brilliant. Both in content and in layout.

This of course made things worse in a weird way that had everything to do with me not being able to read the Speccy book. I even emailed Hiive books and asked them to make a digital copy of the thing available for purchase. Being the nice fellows they are, they said they'd look into it.

Obviously, they didn't, as they went on and released the whole book for free. Yes! Exactly as I tweeted (?) almost a month ago (did feel the subject needed a proper post of its own though), the ZX Spectrum Book - 1982 to 199x can now be downloaded for free over at the World of Spectrum in its complete 258 pages glory. And, yes, it's as good as I imagined. Even better really, what with the introduction by Sir Clive himself, the excellent quality of the game presentations and the tons of info. Here are a couple pages to wet your appetite:

ZX Spectrum Book The HobbitZX Spectrum Book Riddler's DenRelated @ Gnome's Lair:

Jan 25, 2010

Deus Ex Machina by Automata

You could experience Automata's 1984 magnum opus by downloading the game's tape images and synchable soundtrack from the WoS archive. You could experience it by watching a complete playthrough on YouTube. You could even experience it on a proper ZX Spectrum installed next to a tape recorder running an original copy of the game. But, no matter how, the truth is you really have to experience Deus Ex Machina. Or at least find out more about it. It's such a unique and utterly unsurpassed piece of interactive entertainment (?) nobody can afford to ignore it.

Then, you have to head over to the brilliant DeusExMachina2.com website, where you will be able to find out everything you can imagine about this early 8-bit masterpiece. Expect tons of artwork, videos, reviews, interviews, photos, storyboards and, shockingly, more.

Related @ Gnome's Lair:

Mar 5, 2009

If I had a PS3 and a copy of LBP...

that's what I'd be playing through over and over again:

I mean, it's simply stunning, isn't it? Of course it is. It is after all the aptly named ZX Spectrum Adventure created by Liveinabin for all PS3 gamers cunning enough to own a copy of Little Big Planet and old (and, well, European) enough to have fond memories of the Speccy. Now, why don't you see if you can spot all the pretty obvious references yourselves?

Bombarding Alan Sugar with Sinclair microdrives... Ahh, brilliant, just brilliant!

Feb 23, 2009

Spectrum of Beauty (a tiny digital exhibition)

Anyone interested in game design will tell you that graphics and sound should be complimentary to the way a game plays. That gameplay comes first. That, despite the enduring success of Dragon's Lair, the essence of gaming somehow lies somewhere beyond the realm of the visual arts. That there is to it more than mere eye candy, impressive gfx or a thundering soundtrack.

These people would of course be right. Well, mostly really.

On the other hand, the vast majority of game creators, and that would include both graphics specialists and any kind of visual artist working on games, would fail to see that the visual quality of a game, its beauty, is actually platform and technology independent. They can't, you see, seem to grasp the simple idea that hardware imposed limitations can actually inspire artistic innovation and show off ones talent, and keep asking for more power to express themselves. They stubbornly ignore the fact that the abstract beauty of Kandinsky is far more interesting than the latest photorealistic 3D depiction of the Death Star and keep striving for realism; not art.

To actually illustrate the point that visually beautiful games can be created on the humblest of platforms, I've decided to present you with some glorious screens the ZX Spectrum managed to display, using nothing more than its meager (and quite frankly odd) 15 colours on its tiny 256 x 192 display, while simultaneously battling with the computer's inherent colour clash problems. And no, I'm not referring to anything technically impressive the Speccy demoscene has managed to force out of the hardware.

(click on the following screenshots to see them properly)

Deus Ex MachinaAutomata, Deus Ex Machina, 1984, WoS

MugsyRussell Comte, Mugsy, 1984, WoS

Mugsy's RevengeThe Pixel Brothers, Russel Comte, David O'Callaghan & Mike Robinson, Mugsy's Revenge, 1984, WoS

AmauroteSte Pickford, Amaurote, 1987, WoS

Terrormolinos
Mike Robinson, Terrormolinos, 1985, WoS

The Great EscapeDenton Designs, The Great Escape, 1986, WoS

3D Ant AttackSandy White, Ant Attack, 1983, WoS

Back to SkoolMicrosphere, Back to Skool, 1985, WoS

Now, I could of course go on and show you a dozen other screens showcasing a variety of Speccy-centered art styles, rave about Batman or link to some rather impressive videos, but, well, I won't do that. I'll just hope you understood what I meant to say and that the Artful Gamer soon gets his hands on one of Sinclair's beautiful machines in order to comprehensively tackle the subject.

Related @ Gnome's Lair:

Feb 12, 2009

Retro Abomination: Super Gran

Super GranSo, after buying that lovely Spectrum, I finally got to properly explore bits of the amazing Hobbit text adventure, got impressed by Winter Sports, tried solving Waxworks, avoided more than a few sub-par arcade conversions and -eventually- decided to give Tynesoft's Super Gran a try. It is, you see, an arcade game based on the 80s kids friendly TV series of the same name; a series I fondly, though admittedly vaguely, still seem to remember.

The first thing that actually struck me after loading the game was just how dreadful everything looked. I mean, come on Tynesoft, we all know the Speccy is a graphically limited machine, but at least it always managed to output some decently detailed graphics that didn't horribly flicker. Not so with Super Gran, despite it being a 1985 release. Everything is ridiculously blocky and badly drawn, moves sluggishly and flickers like there's no tomorrow. What's more, the only redeeming feature of the thing's graphics, the admittedly decent looking sprites' size, only contributes in reducing the game's playability and making for a horribly crammed playing area.

Super Gran SpectrumThen again, graphics don't make a game, do they? Of course they don't and that's where Super Gran spectacularly fails. The controls are shockingly unresponsive, the first three levels (ranging from a horrid shmup-like thing to a top down racing affair) I managed to see are dull, short and ridiculously tough and -adding insult to injury- the game has even managed to age horribly, making sure nobody will actually dare to find out if it really sported the 10 levels/screens the devs promised. Then again, the first level should be all you need subject yourselves too. It impressively manages to encompass all that is wrong with Super Gran in just one screen!

As for the sound, well, at least it can be easily turned off.

(Find out more about Super Gran and -god forbid- download a copy of the thing via World of Spectrum. It will be a most enlightening experience let me assure you.)

Related @ Gnome's Lair:

Jan 13, 2009

A ZX Spectrum + enters the Lair

Sinclair ZX Spectrum +I've been craving for a ZX Spectrum for the better part of the last 20 years, but -as the above photo should have already made clear- the long wait is finally over. No more house visits to Speccy owning friends, no more emulation-only fun, no more begging, no more avoiding loading times or fiddling with interfaces. A lovely Sinclair ZX Spectrum + complete with tape recorder, joystick, joystick interface, manuals, an assortment of cables and an interesting selection of mainly obscure games has finally arrived, while more Speccy goodies are already on the way and The Hobbit has been sitting on my desk for more than a week. Oh, and so you know, this Spectrum is quite possibly the best 30 euros I've ever spent online. And no I shouldn't be posting this over at Retro Treasures.

What's truly weird throughout this long waiting period though, is the simple fact that I've always been a huge Spectrum gamer/fan, despite never actually owning a Spectrum. I have, you see, been emulating the thing on everything from the 16-bit Amiga, to my current PC, to my trusty Pocket PC and have also been constantly asking people to get their ancient 8-bits out of the closet. Then again, Manic Miner is among my top favourite games, Ultimate and Mr. Ritman are still being daily praised, dozens of text adventures have already been beaten, hundreds of reviews have been drooled upon and hours of arguing over Match Day II have been spent. So, well, hoorah for my new acquisition I guess! I can finally enjoy my fav games the way Sir Clive intended.

Also, with the added pleasure of the almost proper Plus keyboard, 8-bit interactive fiction will hopefully become a daily fetishistic practice. Let alone the fact that such keyboards have been know to turn simple gamers into creative people...

Related @ Gnome's Lair:

Jul 18, 2008

The Spectrum Games Bible 1982-2008

the spectrum games bibleHaving already missed the apparently excellent ZX Spectrum Book - 1982-19xx book, I'm more than excited to have been timely informed about the incredibly ambitious Spectrum Games Bible 1982-2008 project, that's already spanning two books and covering more than 500 games. What's more, at least four more books will soon be released, hopefully reviewing every game ever released for the gloriously humble Speccy. Now, that's what I call ambition. Possibly a worthy cause too. Well, almost. Anyway.

To grab the extremely well priced first books (or their rather pricey colour counterparts) do yourselves a favour and follow this handily underlined link. Mind you, you can even contribute to the forthcoming volumes -this is most obviously a group project, you see- and, yes, actually get paid. Oh, oh, and for some free, online, high-score comparing ZX Spectrum gaming you have to give MySpeccy a try.

Related @ Gnome's Lair: re: Rex, the glory of Llamasoft, JSW: the patch, Vinyl Data and adventures on LPs

May 19, 2008

The Zenobi Software Loading Screens

bulbo zenobi speccy loading screenblack tower zenobi zx spectrum loading screenZenobi Software, besides coming up with hundreds of excellent text-adventures, did also manage to provide ZX Spectrum gamers with some equally beautiful and brilliantly evocative loading screens. Just like the couple posted above really, and if you care for more (you should) do follow this artsy flickr link. You'll find quite a few slightly magnified Zenobi loading screens and I can guarantee there will soon be more. Well, after I get back from the island of Lesvos that is (hopefully some time next week).

Related @ Gnome's Lair: Rochdale Balrog Interview, the 2007 AGS Awards, Resonance screens, EGM issue #1

May 16, 2008

a few gnomish questions / The Balrog of Zenobi

Zenobi Software, the Rochdale Balrog, the Cat and the Cockroach were responsible for over two hundred excellent -nay, classic- ZX Spectrum text-adventures. Oh, yes, and quite a few Atari ST ones too. What's more, John Wilson -a.k.a. the Balrog- the man behind it all is here to enlighten you and me on how things happened and what the future holds. Read on, hop over to the lovely official Zenobi website, grab a DVD with its rich retro offerings, ask for a freebie and come back here to discuss retro 8-bit interactive fiction. After all Zenobi will feature heavily on this blog for quite some time.
Zenobi Software Loading Screens ZX Spectrum1. Tell us a bit about yourself, oh Balrog. Some info on the cat might be nice too.

Fast approaching my 62nd birthday, I was born in Edinburgh (Scotland) in 1947 and moved to South Wales (Cwmbran) at the age of 12. Lived there for a few years and then moved to North Wales (Flint) before enlisting in the Royal Air Force in 1964. Served in various places... as far apart as Valley (Anglesey) and Seletar (Singapore) before settling down in Rochdale in 1970 where I still live to this day. As for the 'cat' that is simply one of my many 'alter-egos'... now, that is a 'first' for you and your readers, as I have never admitted to that before. 'Cat' is a good one, unlike 'Cockroach' who is an evil, mischievous little sod.

2. Why -and more importantly, how- did you start Zenobi? Were you all alone in this, erm, adventure of sorts?

Had been unemployed for a number of years and during a 'careers interview' I blurted out 'To run a software house' in answer to one of their questions. Being me, I decided to stick with that choice and Zenobi Software was formed in 1984/85. Like everything in my life, since I met her, my Ann was with me in this enterprise. Without her help I would never have made the success of Zenobi Software that it was ... if it ever was a 'success'.

3. And the focus on text-adventures on the ZX Spectrum? How did you decide on that?

Because they were what I was 'into' at the time. I had been given a ZX81 by a mate and then 'upgraded' to a ZX Spectrum ... the only things that seemed reasonable to play on these machines were 'text adventures' (the arcade games did not appeal) so those became my passion.

4. Weren't you afraid of actually competing against bigger software houses?

I am never afraid of a challenge and to be quite honest I never envisaged myself as being in 'competition' with anybody. The whole idea of the project was simply to get MY games out to the general public. Things just got out of hand a touch and grew far bigger than I ever imagined.

5. You've created a fair amount of admittedly brilliant, tough, inspired and generally hilarious adventures. Which ones are you favorites? Was there a certain way your games were designed? I mean, really, where did all this inspiration come from?

Of them all, the original 'Behind Closed Doors' has to be my favourite, if only for the fact that it was written, tested and finalised in less than 24 hours. However ALL of them are my 'children' and just as in real-life I never choose favourites.

6. How did you come up with those intricate puzzles?

Pinched all the ideas from 'real-life' incidents. All it takes is a little imagination and you can convert anything into an 'adventure-situation'. Alas, I am very lucky to have the kind of mind that can come up with 'ideas' without too much thinking... I used to dream them up as I typed them sometimes.

7. What about them weird names, settings, loading screens and stories?

They are all part of the twisted mind that I have been blessed with... that and the ability to 'bend' things to suit. Give me a 'topic' and I can generally sit down and just type out a story (complete with characters, plot, descriptions etc) and do all this as I go along. Much in the same way that I am typing out this interview. No preparation, just 'flying by the seat of my pants' as my old Dad would say.

8. Now, as Zenobi published quite a few games from a variety of authors/designers, could you give us some insight as to how this bit actually worked?

Simple... I was unable to produce enough games (personally) to meet the demand, so decided to use the services of other authors to meet the quota. I spread the word I was on the lookout for new games and they just came flooding in.

9. In retrospect, which would you say were the finest moments in/of Zenobi?

Getting the first game-review published ('The Boggit' in PCW), being awarded 'Mega-game' status in Your Sinclair and being voted 'Best Software House' (the FIRST time).

10. Why stop after the Atari ST games?

It was no longer a viable proposition to produce NEW games for either the ZX Spectrum or the Atari ST . 'Sales' were no longer high enough to warrant the financial outlay and I felt that it was stupid to keep squandering my OWN cash on a losing cause.

11. Any other platforms you developed for?

Not really, though we did produce 'emulations' of ALL the original ZX Spectrum titles to suit the Commodore Amiga, Mac, PC, Sam Coupe and QL. Not to mention every form there was of the ZX Spectrum... i.e. Plus D, +3, Tape etc.

12. Oh, and do you still play games? Any thoughts on their current state?

Nope... my real passion has always been music and these days my spare time is spent listening to that. My CD collection numbers in the 'tens' of thousands... you can believe that or not!!

13. Considering there is a strong Spectrum retro scene, a very lively interactive fiction scene and an obvious revival of the adventure genre, well, what does the future hold? More games? A book per-chance?

None of the above. I still write the odd short-tale, but they are either just for my own amusement (and end up in the desk-drawer) or else they get put on the web-site where they bore everybody to death. Though I have promised myself that one day I will bring the 'Korat' tale to its eventual conclusion... if only for my own peace of mind

14. Finally, you do still feel the Zenobi love, don't you? Mind you, feel free to add anything else you think would be vaguely appropriate and/or titillating.

The 'Zenobi Love' .. just what the f*ck is that? Zenobi Software was a part of my life, is still a part of my life and always will be a part of my life - it has nothing to do with 'love' it was (and still is) the 'driving-force' behind my existence.

It was a dark rainy night and Balrog was slumped over a plate of mince & tatties when there was a gentle 'tap' on the kitchen door. "Bloody visitors .. and at this time of night as well!" growled Balrog as he flicked the errant pea(s) back on to his plate and shuffled off in the direction of the knock. "John Wilson ?" enquired the chubby-faced gent stood in the pouring rain. "Come in Tam .." grinned the Balrog and ushered the gent, and his companion, into the warmth of the kitchen. "How do you know me?" asked the gent. "Saw your picture in PCW when you were awarded the prize for completing 'The Ket Trilogy' smiled Balrog, flicking on the switch for the kettle and reaching under the worktop for some cups. "Tea or coffee and how many sugars ??"

So it was that 'Tartan Tam' encountered the Balrog for the first time ... a true story!!"

Related @ Gnome's Lair: Peter Favaro / Alter Ego interview, Gun Mute, Text is King, Rex on the ZX Spectrum

Feb 28, 2008

Rex and the ZX Spectrum militant ecology movement

1988 was 20 years ago and I admittedly do feel a bit on the older side of mankind. Regardless. It's amazing that 20 years since the release of Rex for the ZX Spectrum video games with a strong environmental theme can be counted on one (very crippled) hand, whereas happily militaristic shooters where starry-eyed young gamers kill anything vaguely resembling an Arab are a dime a dozen. And to think that back then it was still actually cold in Antarctica... Oh, well, it must be this clampdown thingy again.

Anyway. On to the game. On to Rex, the brilliant Speccy arcade platformer/shooter that, yes, you guessed it, was released back in 1988 by Martech Games to generally rave reviews. After all, massive Metroid-esque exploration-heavy action games, especially those that used both sides of a tape, weren't all that common for the humble Sinclair 8-bit.

In Rex, dear readers, players assumed the role of the cunningly named Rex, a heavily armored anthropomorphic rhino with a certain passion for ecology, and set off to rid his home-planet from a huge polluting factory-tower-fortress big building thing. Actually, make that a huge, cavernous, impressively non-linear factory-tower-fortress building thing and you'll have managed a way more accurate description.

Oh, and in order to survive said treacherous fortress thing players had to be more than skillful, as this was another traditionally difficult 8-bit game. To be fair though, Rex did provide with quite a few power-ups, occasionally a shield and some almost fairly placed respawn points, that actually did help. What's more, as the game was divided into two parts, there was a brilliant code system in place to help 'em poor gamers avoid playing the first bit all over again. Impressively, this code system even managed to pass on information regarding Rex's health/ammo/etc status.

As for the graphics, well, they were nice, colourful and detailed, and quite wisely designed to avoid as much colour-clash as possible. Sounds, on the other hand, were kept to a minimum few effects and obviously no music was featured.

The gameplay, what truly matters, of course was brilliant and immensely addictive. Otherwise, I guess, I wouldn't be battling my way through Rex all over again, especially on a pretty decent PC loaded with games and while ignoring a Wii...

To legally play Rex, download its tape images, read relevant reviews and/or generally go for the complete Rex experience, I strongly suggest you click yourselves over to the excellent World of Spectrum website. Among other stuff you'll find tons of Rex reviews, maps, ads, previews and walkthroughs.

Related @ Gnome's Lair: Mersey Remakes interview, Matthew Smith in FMV, Sensible Train Spotting, the Retro Gamer eMag

Jan 5, 2008

Matthew Smith gaming in Full Motion Video


Yes, that was a video featuring Matthew Smith himself and quite a bit of Manic Miner too. Exciting, huh? Well, I'm excited. Very. Anyway. For further truths regarding this quite mysterious legend, oh beloved ZX Spectrum fanatics, click here, whereas to begin watching the man talk at the CG Expo try this linky link or to further practice your reading skills try the reddoor.

Related @ Gnome's Lair: the Jet Set Willy patch, RGCD, Monty's Christmas Special, Lurking Horror retro review

Dec 13, 2007

The first video game patch in history. Well, probably.

Jet Set Willy Cover ScanJSW cover scan blatantly stolen from JSW Remakes
Mathew Smith's 1984 Jet Set Willy on the ZX Spectrum, a game that was so much more sophisticated, surreal, fondly remembered and popular than Mario (well, at least in Europe it was), was also a bastard to beat. All you had to do was miss a jump by a pixel or fail to act in a nanosecond and you were dead. Why? Just because a talented 18 year old designer was in a cruel mood, that's why, and of course because back then even you, oh most glorious and esteemed readers, hadn't achieved gameplaying perfection yet.

Software Projects, the game's publishers, sensed that the sadism inherent in JSW would make for a great competition and thus a chance for some extra publicity, and knowing that the gamers of the era were hardcore 14 year olds, they merrily went on with their plan. The first one to find all of the JSW objects would win a helicopter ride and a case of champagne. The competition though, finally won by Ross Holman and Cameron Else, besides the publicity bit, did help bring forth 4 major bugs in the game and Software Projects decided to patch it. Probably for the first time in video gaming history and apparently to show they sort of cared.
A Freak Brothers related pic from Wikipedia
They came up with the fixes, but lacking in the Internet department, they had the users type them in. A series of four historical POKEs, collectively remembered as the official Software Projects Pokes, were released and distributed (mostly) via magazines. According to this apparently well informed corner of the web (and from what I can still recall) them official POKEs were:
  • Moving an invisible object from the First Landing to The Hall (42183,11)
  • Removing a killer object from the Conservatory Roof (60231,0),
  • Changing a block in the Banyan Tree to a walk-through type (56876,4)
  • The Attic bug fix Poke (59901,82).
All you would then need to do would be type them in, in way not dissimilar to what Your Spectrum would advise:
Rewind the Jet Set Willy tape and load it using MERGE "", press Enter and start the tape. Once the loader program has been loaded you will get the 'OK' message on the screen and you should stop the tape. Now enter:

CLEAR 32767
LOAD "" CODE as direct commands and start the tape. After the main part of the program has loaded, enter the following as direct commands:

POKE 60231,0
POKE 42183,11
POKE 59901,82
POKE 56876,4

and your problems should be over. To start the new version of the game, enter GO TO 40.

Related @ Gnome's Lair: The Heroquest POKE, PDF Spectrum emulation bible, 3D Ant Attack, free online retro gaming

Sep 23, 2007

Games Yanks Can't Wank: Jet Set Willy

If only ScrewAttack US were as good/funny as these guys, the world would be a slightly better place. Unfortunately though, they are most definitely not. Sad, innit? Better watch the Games Yank's Can't Wank brilliant retro review of Rockstar ate my Hamster and cheer up then.
Related @ Gnome's Lair: Binary Sciences free CPC games, The Lurking Horror retro review, Sierra's Mystery House Occupation