I recently received a message on the subject from Onkar Jagpal, formerly
owner of Arxe Systems, this is what he had to say.
---------------------------------------------------------------------------
[Onkar wrote]
I'm reply direct, since I cannot post to external newsgroups from
work. I use to run Arxe Systems, back when I was involved with Acoen
machines full time. We launched 2 games (Blitz & Bambuzel) which
together sold about 700 copies. Over a 12month period. Most of this
was via dealers and the distributer greyhound before they went under.
I imagine that it would be very difficult now since the distribution
infrastructure really doesn't exist anymore.
I think a figure of 500 - 1000 is probably a bit optimistic these
days, since the games scene has quitened down, and shifting this many
units directly would be difficult.
Having said that if you come up with a really good product then
shifting 1000+ units could be possible (I believe that we would have
shifted 2000 units of Scorpius had the project ever been completed).
Regards
Onkar Jagpal
---------------------------------------------------------------------------
[Alex continues]
It's a real shame about Blitz and Bambuzle because both were great games
and deserved to sell very well. Scorpius not being released was a real
tragedy and if Merlin or Conrad Hughes or Kuldip Pardesi are reading maybe
they could e-mail the group or myself personally about their views on
Scorpius and whether they'd like to finish it and have it released.
--
Alex Card - I know nothing.. RTFManuel
E-mail : al...@acetone.demon.co.uk
Web Pages : http://www.acetone.demon.co.uk
--
__________________________________________
/________________________________________ /|
| From tiny Acorns Grow, Mighty Oaks!| |
| backwater@argonet | |
| Risc PC 700, Strong Arm 200mhz, | | |http://www.argonet.co.uk/users/backwater | | |_________________________________________|/
Yeah, we need more publicity though, not just an Advert in "Acorn User":OP
Rob
--
Jim or Rob White ji...@argonet.co.uk
ZFC Pd ZFC Al Wimbledon London England
... "Bother", said Pooh, as he sunk his twelfth Guinness
> We launched 2 games (Blitz & Bambuzel) which together sold about 700
> copies.
Dunno about Blitz, but I personally didn't like Bambuzel much...
-Ian
--
+----------------------------------------------+
| Hawk Software |
| WEB: http://www.users.zetnet.co.uk/hawk/ |
| STRONGarm powered 20+1Mb 0.62Gb 1600x1200x16 |
| ACORN RISCPCs ARE THE BEST COMPUTERs! |
| Turf (imeid.com:4000) The best MUD. |
+----------------------------------------------+
>
> It's a real shame about Blitz and Bambuzle because both were great games
> and deserved to sell very well. Scorpius not being released was a real
> tragedy and if Merlin or Conrad Hughes or Kuldip Pardesi are reading maybe
> they could e-mail the group or myself personally about their views on
> Scorpius and whether they'd like to finish it and have it released.
>
>
Ahh Scorpius, I remember that. What a shame it never got released, maybe if
the copyright holder reads this and would like to see it released then contact
me. I'm sure we could work something out.
--
Martin Piper
Partner, TBA Software.
Free demo downloads of our software at http://www.tba-software.co.uk/
Sorry in idiot mode (which is very often) and posted the same article
twice:O(
Regards
Rob.
--
Jim or Rob White ji...@argonet.co.uk
ZFC Pd ZFC Al Wimbledon London England
... Used Iraqi rifles for sale: Dropped once, never fired...
> > Yeah, we need more publicity though, not just an Advert in "Acorn
> > User":OP
> Sorry in idiot mode (which is very often) and posted the same article
> twice:O(
Well, I didn't notice since my newsfetcher went into idiot mode
and downloaded *loads* of news 2 or 3 times :-(
VinceH
* Absence makes the heart grow harder.
--
Soft Rock Software Vince M. Hudd
soft...@argonet.co.uk vinc...@argonet.co.uk
http://www.argonet.co.uk/softrock
(Last updated 27/12/96)
Oh, I thought I made a big mistake. Voyager seems to completely freeze up
and I have to download the news about 3 times:O(
Rob
--
Jim or Rob White ji...@argonet.co.uk
ZFC Pd ZFC Al Wimbledon London England
... "Bother", said Pooh, as he accidentally deleted his message base.
Around 1990, A3000s were actually selling to home market off the
back of education sales - i.e. parents were buying Acorn machines
for their children. Also, in those days the Acorns used in
schools were reasonably up-to-date and kids would bring in games
and demonstrate them behind the IT coordinator's back, and cause
enough of a stir to encourage others to get the same sort of
computer. This doesn't happen much now, the general concensus
being to stuff what the school is using and get the industry
standard, because Acorns are outdated and 'after all, this is the
90s'. :-/
Around that time, you could walk into quite a few shops around
Guernsey and buy Acorn games off the shelf, which you most
certainly can't do now. My brother worked for a computer shop
around that time which had a whole section devoted to Acorn games,
which was as big as the Atari, Amiga and NES an sections (though I
preferred Indy 500 on the PC to many of the games on the A3000).
This is probably why the teenagers, who only ever wanted something
to play games on, have now moved on to desktop PCs or games
consoles (the way they probably would have gone originally were it
not for the fact that PCs were only just coming out of the 70s and
the parents wanted them to get something they could do their
homework on).
Now, I like to think the Acorn market outside education serves the
more mature market: enthusiasts/programmers/publishers with the
Risc PCs, parish-newsletter types who've stuck with the trusty
A440/A5000, IT coordinators who, if Xemplar are doing any good, now
have at least A7000s, and 'tinkerers' who only switch it on to
check it's still working. Maybe we could get a more comprehensive
idea of what a cross-section of active Acorn users look like by
results from magazine surveys, but results aren't really published
in much detail, being of course more for internal use (pity really,
it could be quite valuable to the Acorn market as a whole).
So are retail sales really all that important now? Acorn User has
so little to report in the games pages they are now systematically
having to cover all the Inform games which work with Zip 2000, so
there is no doubt that even a tiny game release is guaranteed
capacity press coverage by the world's best-selling Acorn magazine,
acompanied by a glowing review about how the graphics are 'fun'
(i.e. crap) and the music is 'highly atmospheric' (i.e. crap).
Chuck in a half-page advert just to make sure people really know
you want to sell a game, splash a mail-order address all over it,
and maybe you can grab enough attention to sell, on the basis that
most of the Acorn users around now are the types who read the techy
magazines and not the sort who want to be able to review a game on
the basis of the blurb on the back of the box in the high-street
store?
Trouble is, is there anyone out there any more who actually wants
to buy games? It's no good shouting 'yes, me, I want to!', because
firstly such people aren't representative of the public, and
secondly they always support the project right to its conclusion no
matter how bad it is, and then, deciding it really /is/ bad, decide
not to bother buying it. In fact they never wanted it in the first
place, they just wanted to try and ignite a spark in the Acorn
market, thinking that other people are going to pick up the pieces
and buy the crap games while they reap the rewards of a thriving
games industry at a later date.
When I look at my games shelf, I see too many expensive
disappointments, too many games I can no longer run and not enough
games which give me the urge to crack open the box, flip open the
manual to the scrawled in passwords and plop in the disk for
another try. We can't kid ourselves into thinking a few bad games
that won't sell because we've been tricked by the apparently
glowing reviews all too often before is a sign of a returning games
industry. There were days when I could open a magazine, see
reviews of five or six Acorn games, and I could see what was good
and what was bad.
Not today. I'm not going to buy a game on the basis of a magazine
review again. People who will work for months on end on a project
which may very well reap no financial reward are few and far
between, but praising every little step they make even if it's
rubbish, is only going to cause more damage in the long term.
Acorn users are very good at being too demanding in the areas that
are going well, and not being critical enough in the areas that are
going badly.
Just recent examples are the request for Hexachrome in DTP software
- does anyone actually need Hexachrome? Could anyone honestly say
they need Hexachrome, and are prepared to pay huge prices not only
to buy software which includes this capability but also to print in
Hexachrome? Can any of the people who asked for Hexachrome
honestly say they know exactly what it is, how and works and what
they would use it for? Can anyone name a major publication which
utilises Hexachrome? And the request for /more/ than four
processor slots in Risc PC IIs???? Who out there is dissatisfied
with the speed of his StrongARM (except for FP, which we know is
being targeted by Digital), let alone what you get if you multiply
that by at least five? The classic argument in favour of these
huge demands is that 'PCs have/are going to have it'. Large JCB
diggers have six-foot tyres, do we Ferrari to fit them to the F50?
What about if I told you it would cost 400,000 pounds extra to buy
such a car, and would require the manufacture of a completely new
set of spare parts for every garage, and that too would be added to
the cost of your car?
And on the other extreme, the constant praise which floods through
Acorn User for every tentative step made towards the release of a
game which, in all likelihood, might either never materialise or
could turn out to be a heap of junk? Is someone going to stand up
at some point and say 'Oh, for God's sake not another
Mah-Jong-style tile game!'?
Sorry, this has rambled too far, and ends here. Many thanks for
reading all this. If anyone picks up this thread I'll be damn
surprised...
--
Cheers now, John http://www.guernsey.net/~surcombe/
*** And a Merry Christmas to one and all ***
>Sorry, this has rambled too far, and ends here. Many thanks for
>reading all this. If anyone picks up this thread I'll be damn
>surprised...
You can pick yourself up off the floor now, as I'm going to keep the
thread going...
I <used> to know of a few shops I could buy Acorn games from. Not anymore.
I could wander around several of my local towns, and I would still be
"pi**ing in the wind", trying to find something. There have not been any
good real releases for at least a year+. I was hoping that it would pick
up for Christmas. Two successive festive seasons have shown us nothing
new.
I, like the author of the previous message am getting repeatly arsed off
seeing a screenshot for a game that I know will probably never make it to
the shops. Sorry. Shouldn't say shops. Should say "mail order adverts". My
other complaint is that most of these so called "going to be released"
games is that they are mainly trying to copy something that was released
on the PC platform over a year or two again. What's happened to the
innovation and drive that we used to have ? I too have some real turkeys
of games sitting on my shelf, after being totally mislead by that infamous
"glowing review". I shell out 25 quid for total shite. I've only ever
bought the game myself when I've heard other people (NOT MAGAZINES!)
telling me that it's good. Hence, I can say games like Starfighter 3000
and Aldebaran are good because they utilise the hardware well, and play
nicely, although games like Simon the Sorceror and Alone in the Dark were
just too expensive. Finished in less than a fortnight. In such instances,
you never really look at them again.
In conclusion, I don't think there is an Acorn Games Scene anymore. It's
dead. It has ceased to be.. etc...
Unless some larger company (like Krisalis used to) will get interested in
producing good games we can be proud of showing off...
...oh yes, and don't tell me it's "just resting..." :-/ The Acorn market
will need a serious change in fortune to get a change....
Mark
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Acorn A5000 - Happy in a Wintel free world...
=============================================
My "Compact but Bijou" Website...
http://members.aol.com/MTurner249/Compact/index.htm
>In article <372e5...@surcombe.guernsey.net>, John Surcombe
><surc...@guernsey.net> writes:
>
>>Sorry, this has rambled too far, and ends here. Many thanks for
>>reading all this. If anyone picks up this thread I'll be damn
>>surprised...
>
>You can pick yourself up off the floor now, as I'm going to keep the
>thread going...
Croipes!
>"pi**ing in the wind", trying to find something. There have not been any
>good real releases for at least a year+. I was hoping that it would pick
>up for Christmas. Two successive festive seasons have shown us nothing
>new.
Apart from TANKS. I would comment 'oh not another Shells clone'
but I haven't seen it, so for all I know it might be as good as
Worms...
>In conclusion, I don't think there is an Acorn Games Scene anymore. It's
>dead. It has ceased to be.. etc...
>Unless some larger company (like Krisalis used to) will get interested in
>producing good games we can be proud of showing off...
>
>...oh yes, and don't tell me it's "just resting..." :-/ The Acorn market
>will need a serious change in fortune to get a change....
And those changes are that the games market needs two things:
Competition and money. And until some people are prepared to put
some of the latter stuff where their mouths are at the moment,
we're not going to get any of the former. I'm going to bed, my
typing's gone all funny.
> Worms, by the way (and Reinforcements) runs *perfectly* on my RiscPC.
~~~~~~~~~~~~~~~~~~~~
How do you manage to get Reinforcements to work perfectly with
clear sound? Even with PCSoundPro it still has problems.
--
Mark Sinclair
> We can liven up the Acorn scene by showing real intreseet!
Money usually works better.
--
Matthew http://homepages.enterprise.net/mattbee
'If all the people in the world camped out in your back garden,
Would you ride and tell the king or would you grab a tent and join them?'
I don't know about Blitz, but Bambuzle was hardly game of the century.
When I think of great games, I think Sim City, Worms, Paperboy,
Tetris...
Worms, by the way (and Reinforcements) runs *perfectly* on my RiscPC.
All it needed (in both cases) was the installer upgrade from Team17's
site. Paperboy runs on Gareth Moore's !Sega emulator.
My homepage (http://homepages.enterprise.net/craggleb)
carries a picture of my RiscPC running Mac OS in a
window and has numerous emulator links. It also has garish
colours and no content to speak of as yet. Still, I'm
working on it. Give me feedback & ideas!
That was two pence ?, wow just as well you didn't have half a crown 8-)
> Sorry, this has rambled too far, and ends here. Many thanks for
> reading all this. If anyone picks up this thread I'll be damn
> surprised...
>
[Heavily snipped but excellently scripted posting]
I agree with a lot of what you had to say but it was all a bit too
negative, starting the new year let's all try to be more optimistic. I feel
that Acorn does still require games and am sure that many people reading
this will agree. Maybe what we have to look at is being realistic about it
and the types of game that can be produced and released successfully. Nobody
is going to get rich writing Acorn games anymore, most will make a loss but
the odd few should be able to make a living out of it.
It's difficult for anyone to muster teams of programmers, graphic artists
and musicians and to come up with enormous projects like The Darkening or
Wing Commander 4 but what has always been there is originality; Elite,
Exile, Sentinel and Axis are prime examples.
My hope is that '97 will see the release of some games that are actually
fun to play rather than over-produced pieces of art. For me Fervour is hard
to beat, I have high hopes for Matthew Bloch's Joust game, Destiny and TAG2.
There should also be some other pleasant surprises.
One thing is for sure, it can't be any worse than '96 for Acorn games 8-)
Happy New Year,
Alex.
> I, like the author of the previous message am getting repeatly arsed off
> seeing a screenshot for a game that I know will probably never make it to
> the shops. Sorry. Shouldn't say shops. Should say "mail order adverts". My
> other complaint is that most of these so called "going to be released"
> games is that they are mainly trying to copy something that was released
> on the PC platform over a year or two again. What's happened to the
> innovation and drive that we used to have ? I too have some real turkeys
> of games sitting on my shelf, after being totally mislead by that infamous
> "glowing review". I shell out 25 quid for total shite.
You could've bought a PC and shelled out 40 quid for total shite 8-).
But generally what you say is true, everyone has some turkeys and innovation
is a difficult commodity to find in games on any platform. It's far easier
for a software company to say "ooh I like that, I'll take that idea and use
it myself", this needn't always be a bad thing, take a look at Tomb Raider.
For originality have a go at 'Revolver' from Psycore, it's simple and well
presented but very different from anything else.
I've only ever
> bought the game myself when I've heard other people (NOT MAGAZINES!)
> telling me that it's good. Hence, I can say games like Starfighter 3000
> and Aldebaran are good because they utilise the hardware well, and play
> nicely, although games like Simon the Sorceror and Alone in the Dark were
> just too expensive. Finished in less than a fortnight. In such instances,
> you never really look at them again.
Shot yourself in the foot a bit here, SF3000 and Aldebaran are not good
games because they utilise the hardware well, this IMHO is totally
irrelevant, that they play nicely and are fun and addictive is far more to
the point. Also Simon The Sorceror and Alone in the Dark were converted from
the PC so the idea that this lack of longevity is an Acorn thing is simply
isn't true.
> In conclusion, I don't think there is an Acorn Games Scene anymore. It's
> dead. It has ceased to be.. etc...
> Unless some larger company (like Krisalis used to) will get interested in
> producing good games we can be proud of showing off...
Whether they do will depend on the next year or two, if StrongARM makes an
impact, if Nintendo decide to use ARM's in their handhelds etc. The Acorn
games market isn't dead but it is a bit sick ATM.
>
> ....oh yes, and don't tell me it's "just resting..." :-/ The Acorn market
> will need a serious change in fortune to get a change....
True but that could happen.
>
> Mark
>
> xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
> Acorn A5000 - Happy in a Wintel free world...
Erm... you don't sound it !
This is simple, use the setup menu to auto-detect the sound card and then
set the sound quality to 10 in the worms options. You then get perfectly
clear sound. I dont even have PCsoundPro.
Andy,
--
(__) (__)
(@@) (xx)
/-------\/ /-------\/
/ | || / | ||
ŚŚ----ŚŚ ŚŚ----||
^^ ^^ ^^ ^^
> For originality have a go at 'Revolver' from Psycore, it's simple
> and well presented but very different from anything else.
I'll vouch for that. Strangely for Acorn magazines, the reviews didn't
really do it full justice IMO (and I'm usually quite critical of games,
being one of the very few members of the "Don't Like SF3000 Club"), but
the price makes up for the rather small number of levels. It works fine
on the StrongARM. The only minor compatibility problem is that it's
letterboxed, but somehow I'm just as happy playing it without adjusting
my monitor controls, unlike any other letterboxed game.
You know, I think I might treat myself to Psycore's Big Bang ;-). Was
someone selling it here recently? Please get in touch if you are.
--
\________________________
\ http://www.tcp.co.uk/~tonyh/
The Curling Pages \
Well it maybe isn't dead but dead-sick isn't much better either.
Greetings
Eric
--
Eric Willemen, will...@innet.be, http://www.club.innet.be/~year0720/
------------------------------------------------------------------------
|
a.k.a. Webhead | My Webshooters are ARM-powered
|
------------------------------------------------------------------------
> starting the new year let's all try to be more optimistic.
What a totally brilliant idea :-)
> I feel that Acorn does still require games and am sure that many
> people reading this will agree.
Here's one.
> Maybe what we have to look at is being realistic about it and the
> types of game that can be produced and released successfully.
Yup.
> Nobody is going to get rich writing Acorn games anymore, most will
> make a loss
And thats my cue :-)
> but the odd few should be able to make a living out of it.
That'd be nice :-)
Right, here goes...
Soft Rock Software has existed since 1/7/89. Back then I had a nasty
icky 'orrid catch 22 start up situation. There was no way I could
write a 25-40 quid blockbuster of a game, due to my financial
situation at the time. So I deliberately set out to write games of a
*budget* nature - both in terms of selling price, and costs to me
(including time).
I was, at the time, in full time employment. I am now in full time
*self* employment - but, unfortunately, the nature of my business
means that for all intents and purposes I may as well *still* be in
full time employment from the Acorn software point of view.
If this weren't the case, Soft Rock Software as an Acorn budget
games company would have to cease to exist. So, in many ways, the
original catch 22 situation still applies.
I make a healthy living. Looking *purely* at the Acorn games side
of it, though. We are talking losses. Financially, it would do me
more good than harm to give this up. It's fair to say that I don't
do this for the money (sort of :-) rather because I enjoy it.
(And I hope there's no one from the Inland Revenue reading this ;-)
<rant>
Of course, it becomes hard to enjoy doing this when I read reviews
like a certain one that appeared in a certain Acorn magazine a few
years ago.
Now I'm not saying give a game you don't like a glowing review -
that would be unreasonable and unjust - but when reviewing a game,
look at the bigger picture and take all the relevant facts into
consideration.
Don't damn the game because it doesn't compare with other games
(which cost 25-40 quid, when the game being reviewed costs 3.49).
Don't damn it for a lack of packaging - IMO all packaging is for is
to make a game look attractive *on the shelves* and that does *not*
apply to a game which is sold *only* by mail order from the company
that wrote it (and for just a few quid) - you don't see it on the
bloody shelves.
And most of all - don't damn it because its a budget game and you
don't like the idea of budget games (it was the *game* that was
supposed to be reviewed after all - better to get someone else to
review it, if that is the case). That sort of thing can only do
damage, by potentially alienating one of the *few remaining*
software companies, when numbers are already declining too fast.
</rant>
I needed that - I feel much better now :-)
And on we go... :-)
> My hope is that '97 will see the release of some games that are actually
> fun to play rather than over-produced pieces of art.
I *hope* that that is what my games achieve. They certainly can't be
described as 'over-produced pieces of art' (graphically speaking)
though I think my graphics are getting better :-)
I try to write the sort of things I enjoy playing. And what I like
are the simple things. Hopefully, that's a logic that works! :-)
<plug>
Escape from Exeria is basically a pacman type game. There are two
versions available, Risc PC (7.99) and pre-Risc PC (4.99). The
higher price for the RPC version is, quite simply, because it's
(graphically) better than the 4.99 version and took *just a
smidgeon* longer to do! :-)
There is a demo version (based on the pre-RPC version) on my web
site. This was silliness on my part because, quite frankly, even
tho it looks fine on the pre-RPC machines, IMO it looks awful when
run on a RPC - so I'll put a demo of the RPC version up at the
weekend.
I won't plug the other four games, because as time permits, I
intend to rewrite them all from scratch. Except to say...
I'm currently doing Drop Rock, which is based on the Repton idea.
The RPC version is more or less finished - subject to such things
as sounds. The pre-RPC version will appear within the blink of an
eye (coo, there just happen to be eyes in the game! And they
blink! :-) afterwards. (If no disasters happen.) I should be able
to put a demo (make that *will* put a demo) up at the weekend.
(This will be the RPC version, but I'll try to put a demo of the
pre RPC version up too, if possible)
Oh, and there *are* demo versions of two of the other three on
the site; the demos work on the RPC, even if the full games don't,
but is there any point looking at these if you have a RPC? Better
to wait for me to do the rewrites :-)
There are also various Trellis related bits and pieces on the site
as well.
Trellis is an 'adventure interpreter' program, designed to make
the writing of adventure games a tad easier than doing so from
scratch. On the site is the *complete* V1.110, which is text
only, as well as the example games written for the version I'm
currently polishing off (V1.3xx).
There is also a totally free game, called !Brix, written by
Stuart Bruce, for one or two players. The objective is to clear
various patterned blocks, by moving them together in groups of
three that match. Amazingly enough, when you do something like
that, you gain points. And even more amazing, when you clear all
the screen of such blocks, you move onto the next screen. Cool
stuff! :-)
Ummm, what else? A load of music files, but thats not relevant
to csa.games. An altered IRCLib for V0.22 of IRClient. Again,
not relevant, and some !Voyager bits and bobs. Again, not
relevant.
Okay then - there's absolutely nothing else on the site of
interest whatsoever. Go there now :-)
</plug>
But getting back to the subject...
My promise for '97 - I *will* find more time to work on Acorn
games. Primarily, I'll be working on the remaining rewrites,
but once these are out of the way, I'll be thinking of new
games once again. (I can't guarantee *finishing* the rewrites
this year, though - but I'll have a damned good try! :-)
(All I have to do is cure myself of my IRC addiction. With
that out of the way - it's long since destroyed my social
life! - I'll have more time available :-)
(And more money re - phone bills ;-)
The first *new* game I'll write, after finishing the rewrites,
will be QuadLink - I had started work on this when the RPC
appeared and I made the decision to rewrite the old titles
first.
Good grief, isn't that long? Oh well, maybe some of it will
stir up some interesting discussion for me to read instead of
working ;-)
VinceH
* Try greed - thats usually reliable.
> In article <na.c71895474...@argonet.co.uk>, Jim or Rob White
> <ji...@argonet.co.uk> wrote:
>
> > In article <5a4uu3$5...@nr1.vancouver.istar.net>, Jim or Rob White
> > <ji...@argonet.co.uk> wrote:
>
> > > Yeah, we need more publicity though, not just an Advert in "Acorn
> > > User":OP
>
> > Sorry in idiot mode (which is very often) and posted the same article
> > twice:O(
>
> Well, I didn't notice since my newsfetcher went into idiot mode
> and downloaded *loads* of news 2 or 3 times :-(
Don't blame the newsfetcher, check the headers! Loads of news seems to have
been reposted from a server in Vancouver!
--
Dave Roberts
>[Heavily snipped but excellently scripted posting]
Wow, thanks! :-)
> I agree with a lot of what you had to say but it was all a bit too
>negative, starting the new year let's all try to be more optimistic. I feel
>that Acorn does still require games and am sure that many people reading
>this will agree. Maybe what we have to look at is being realistic about it
>and the types of game that can be produced and released successfully. Nobody
>is going to get rich writing Acorn games anymore, most will make a loss but
>the odd few should be able to make a living out of it.
But I do believe that for a good market with good games you need
competition, and for competition you need criticism. The Acorn
games market is so small that even if a completely excellent game
is released, it might not sell any better than a total dud because
the Acorn User review will be no more glowing than usual and there
isn't enough communication between (non-Internet) Acorn users for
them to find out whether games are actually worth buying - they are
just too sparse. Acorn User only does innovative designers of
playable, professional games a disservice by hailing every Acorn
game in sight as proof of a thriving, high-quality games scene.
I'm not being totally negative - I didn't comment on whether the
actual games being released are good or bad (though they are a
little bit too non-existent).
> My hope is that '97 will see the release of some games that are actually
>fun to play rather than over-produced pieces of art. For me Fervour is hard
>to beat, I have high hopes for Matthew Bloch's Joust game, Destiny and TAG2.
>There should also be some other pleasant surprises.
/Should/ being the operative word...
> One thing is for sure, it can't be any worse than '96 for Acorn games 8-)
Yep, I'm prepared to agree with that. :-)
>In article <na.5946e24743....@argonet.co.uk>
> Richard Sutton <back...@argonet.co.uk> wrote:
>
>> We can liven up the Acorn scene by showing real intreseet!
>
>Money usually works better.
Yep, that's about the size of it. No point in showing interest if
you aren't prepared to culminate your interest with a dispatch of
cash.
>In article <na.5946e24743....@argonet.co.uk>, Richard Sutton
><back...@argonet.co.uk> wrote:
>> We can liven up the Acorn scene by showing real Intreseet (?:OP).
>
>Yeah, we need more publicity though, not just an Advert in "Acorn User":OP
I don't see how an advert anywhere else could be profitable...
> In article <na.dd2bf24744....@argonet.co.uk>, Vince M Hudd
> <vinc...@argonet.co.uk> wrote:
>> Well, I didn't notice since my newsfetcher went into idiot mode and
>> downloaded *loads* of news 2 or 3 times :-(
> Oh, I thought I made a big mistake. Voyager seems to completely freeze up
> and I have to download the news about 3 times:O(
The giveaway (as with so many others) was the message ID containing the site
name nr1.vancouver.istar.net. Rogue reposter?
--
| Darren Salt | Toon Army | Acorn Risc PC, | 01268 515441
| arc...@spuddy.mew.co.uk | Season ticket | A3010, BBC Master | free email &
| darre...@unn.ac.uk | | Spectrum +3 | Usenet
| Premiership Champions elect, 1996/7 ?
There's never time to do it right, but there's always time to try again.
Cheers,
Chris
--
OOO RRRR BBBB SSSS OOO FFFF TTTTTTT
O O R R B B SS O O F T
O O RRRR BBBB SSSS O O FFF T
O O R R B B SS O O F T
OOO R R BBBB SSSS OOO F T
http://www.westons.co.uk/orbsoft/
chris...@argonet.co.uk
> In conclusion, I don't think there is an Acorn Games Scene anymore. It's
> dead. It has ceased to be.. etc...
> Unless some larger company (like Krisalis used to) will get interested in
> producing good games we can be proud of showing off...
I agree; it boils down to the fact that it's not /worth/ anybody's time to
write Acorn games on a commercial basis. I'll keep going on Joust for as
long as I've got time, and if it makes any money, I'll be happy, but I can't
make any guarantees. We've seen Krisalis and 4D pull out of the market and
move to where the money is, and I think any company that has any degree of
success in the Acorn market must eventually do the same.
Definately *not* okay on Marcel....
I presume it should look like this:
--
__________________________________________
/________________________________________ /|
| From tiny Acorns Grow, Mighty Oaks! ||
| backwater@argonet ||
| Risc PC 700, Strong Arm 200mhz, ||
|http://www.argonet.co.uk/users/backwater ||
|_________________________________________|/
> Cheers,
>
> Chris
>
ttfn
Nikt
--
Nikt, Wilmslow, Cheshire mailto: ni...@bitsmart.com
My ever improving Web pages: http://www.users.zetnet.co.uk/ndenny/
... See that snail, That's your clock speed that is.
>>> -- __________________________________________
>>> /________________________________________ /| | From tiny Acorns
>>> Grow, Mighty Oaks!| | | backwater@argonet | | |
>>> Risc PC 700, Strong Arm 200mhz, | |
>>> |http://www.argonet.co.uk/users/backwater | |
>>> |_________________________________________|/
> >
The problem is the way you have done it.
you have put in newlines by adding sapces until the text is forced onto a new
line, so on any newsreader with a different screen width, it looks, erm...
Strange.
-Ian
--
+----------------------------------------------+
| Hawk Software |
| WEB: http://www.users.zetnet.co.uk/hawk/ |
| STRONGarm powered 20+1Mb 0.62Gb 1600x1200x16 |
| ACORN RISCPCs ARE THE BEST COMPUTERs! |
| Turf (imeid.com:4000) The best MUD. |
+----------------------------------------------+
>I agree; it boils down to the fact that it's not /worth/ anybody's time to
>write Acorn games on a commercial basis. I'll keep going on Joust for as
>long as I've got time, and if it makes any money, I'll be happy, but I can't
>make any guarantees. We've seen Krisalis and 4D pull out of the market and
>move to where the money is, and I think any company that has any degree of
>success in the Acorn market must eventually do the same.
I think 4D are still hovering, but they've been hovering for two
years now with not a lot happening.
Am I right in thinking that 4D and 10 out of 10 have some major
link?
--
Cheers now, John http://www.guernsey.net/~surcombe/
*** Visit my home page for 'CDTrackSelector', the ***
*** audio CD control module with no difference ***
> Worms, by the way (and Reinforcements) runs *perfectly* on my RiscPC.
> All it needed (in both cases) was the installer upgrade from Team17's
> site. Paperboy runs on Gareth Moore's !Sega emulator.
Mine didn't need the installer patch!
It's called "Bob's bad day", and I bought it for my Amiga. Much better than
the Arc version, lots of weird power-ups, and full screen.
--
David Glover - glo...@argonet.co.uk - http://www.argonet.co.uk/users/glover/
MCSSoftware - FCOS - ZFC A S - IRC "Quasi" - Support free speech on the net.
150 COLOUR A%,RND(&FF),RND(&FF),RND(&FF)
> I think 4D are still hovering, but they've been hovering for two years
> now with not a lot happening.
They re-appeared at Acorn World at Olympia. I gather there was some
valid reason why they had withdrawn for this lengthy period.
> Am I right in thinking that 4D and 10 out of 10 have some major link?
Yup: the latter is the education side of 4D's business.
--
John Michael Ward --> Putting quality above quantity, hype, vested
interests, money, and other pressures. Thus: a supporter of Acorn
Computers, LibDems, the Hour of Power and Babylon 5 <*>
Bob's Bad Day sucks!, very slow, looked cack and wasn't the same as
Revolver as it was entirely flat IIRC. Revolver looks great, plays nice and
fast and was cheap. Don't be put off buy it.
Also Top Banana was an Acorn original that got converted to the Amiga
later.
Anyone remember Globdule by Image Systems ?, this was an Acorn game that
never got released on the Acorn (probably due to their first game Mr.Doo
being dreadful) unfortunately though Glodbule was really very nice, a bit
like Silly Putty. Was the Acorn version ever finished and does anyone know
where Stephen Ketts is these days ?
>In article <19961231....@rovanion.demon.co.uk>,
>ma...@rovanion.demon.co.uk (Mark Sinclair) wrote:
>>
>> In message <5abr06$r...@news.enterprise.net> Craig Adam Brown wrote:
>>
>> > Worms, by the way (and Reinforcements) runs *perfectly* on my RiscPC.
>> ~~~~~~~~~~~~~~~~~~~~
>> How do you manage to get Reinforcements to work perfectly with
>> clear sound? Even with PCSoundPro it still has problems.
>>
>>
>This is simple, use the setup menu to auto-detect the sound card and then
>set the sound quality to 10 in the worms options. You then get perfectly
>clear sound. I dont even have PCsoundPro.
>Andy,
I think I'm missing some posts again :-(
To clarify, I'm talking about CD versions.
Part of the problem here is that there are those of us who've ben repeatedly
frustrated by promises of games that sound wonderful and then never turn up.
There are actually several games in development who's authors have made a
specific decision to *not* release any information on their game because
they don't want to disappoint people if it finally turns out that they don't
have time to finish them.
How do I know that? Well, I'm currently writing a game myself, and I'm
talking to several other people about games that they're working on. But
I'm not going to say anything more abour any of the various things that
are under discussion until they are ready for release.
>> One thing is for sure, it can't be any worse than '96 for Acorn games 8-)
I'd certainly go along with that...
Chris Joseph.
--
Occasional perpetrator of Kindred Software...
>How do I know that? Well, I'm currently writing a game myself, and I'm
>talking to several other people about games that they're working on. But
>I'm not going to say anything more abour any of the various things that
>are under discussion until they are ready for release.
Well, please please don't say anything. However, how do we know this
isn't always the case, and that this isn't encouraging at all, it's
just that even fewer games than we thought made it into the market?
No, perhaps that's me going overboard with the pessemism...
This I can certainly understand. There have been so many promised games
that have never made it (I'm guilty too). Release dates are particular
killers.
>Well, please please don't say anything. However, how do we know this
>isn't always the case, and that this isn't encouraging at all, it's
>just that even fewer games than we thought made it into the market?
I think there are an awful lot of games out there that have never been
finished. I think this is due to the fact that they are often one man
efforts being produced in someone's spare time. The games themselves take
so long to code (and often *look* dire) that the author often loses interest
in the project before it is ever completed. For this reason it's a good
thing that we never hear about these games. Certainly time is the big
problem for me. Also it's more fun if a really good game comes out when
it's totally unexpected (like now for instance). However, hopefully there
are a number of exceptions to this rule. The hype surrounding games like
'Destiny' has been quite good fun - I just hope the game comes out soon.
>No, perhaps that's me going overboard with the pessemism...
The Acorn games scene *is* dead, but like they say on tombstones we can
always hope that ...
'It's not dead, it's merely sleeping'
So hurry up and wake it up !!
(Martin, what's this super game that *might* be bundled with a SA RPC ?)
Cheers,
Max (who also hasn't got a RPC game in development, honest)
PS The Acorn games scene must be dead, just count how many time I ended up
using hope or hopefully in this post. Phew.
--
Max Palmer
Someone buy my RPC. Go on, you know you want one.
ARM 610 210 HD 10Meg DRAM Risc OS 3.5 No Monitor or backplane -> #599
>In Article <b76cf...@surcombe.guernsey.net>
>John Surcombe <surc...@guernsey.net> writes:
>>Well, please please don't say anything. However, how do we know this
>>isn't always the case, and that this isn't encouraging at all, it's
>>just that even fewer games than we thought made it into the market?
>
>I think there are an awful lot of games out there that have never been
>finished. I think this is due to the fact that they are often one man
>efforts being produced in someone's spare time. The games themselves take
>so long to code (and often *look* dire) that the author often loses interest
>in the project before it is ever completed.
Yep, I can see that teamwork and a bit of peer pressure is one of the
best ways to get a game finished. Unfortunately Acorn coders are
pretty sparse, and I for one probably wouldn't be able to find anyone
on this island with the time, expertise and dedication required to
co-write a commercial piece of software, let alone someone who is
within five years of my age and whom I could work with (and I'd love
to meet someone who could prove me wrong but I don't think it's going
to happen, even though most local schools use Acorns). I guess this
is why universities are often good breeding grounds for
software-writing teams - get together a bunch of peers of similar
interests and it could work.
>I guess this
>is why universities are often good breeding grounds for
>software-writing teams - get together a bunch of peers of similar
>interests and it could work.
Well why don't some of us/you get together then? I used to be in loads of
programming groups, where the jobs were divided up into categories such as
USER INTERFACE
SOUND
GRAPHICS
INPUT
LEVEL DESIGN
ALGORITHMS
and then it all was put together into...a bowl of pea soup. Well, they
were american!
Just an idea ;)
c4
...and the word 'monotonic' springs to mind. Do you really have no other
surroundings than those yellowish walls?
Cheers,
--
Eli-Jean Leyssens, alias Pervect of Topix
email: e.j.r.l...@student.utwente.nl
--- It's an OS Bill, but not as we know it ---
The word should of course have been 'monotonous'.
> In Article <b76cf...@surcombe.guernsey.net>
> John Surcombe <surc...@guernsey.net> writes:
> >In article <5atqdo$5...@news.ox.ac.uk>
> > trin...@sable.ox.ac.uk (Christopher Joseph) wrote:
> >
** Snip **
>
> This I can certainly understand. There have been so many promised games
> that have never made it (I'm guilty too). Release dates are particular
> killers.
>
Uhh, yup. It seems that everything you do slips, its annoying. But sometimes
its other things like license problems that cause games to go missing.
> >Well, please please don't say anything. However, how do we know this
> >isn't always the case, and that this isn't encouraging at all, it's
> >just that even fewer games than we thought made it into the market?
>
> I think there are an awful lot of games out there that have never been
> finished. I think this is due to the fact that they are often one man
> efforts being produced in someone's spare time. The games themselves take
> so long to code (and often *look* dire) that the author often loses interest
> in the project before it is ever completed. For this reason it's a good
> thing that we never hear about these games. Certainly time is the big
Perhaps not, if everyone that has 'nearly' finished games would send them to
us we would help the writer(s) finish it and shape into a good product that
can then be sold via us for good royalties. I've seen some very good stuff in
my time that we could have sold for the writer(s) but its always turned up on
BBS's or FTP sites.
>
> The Acorn games scene *is* dead, but like they say on tombstones we can
> always hope that ...
> 'It's not dead, it's merely sleeping'
>
Twitching perhaps.
> So hurry up and wake it up !!
>
Now where did I put those cardiac paddles?
> (Martin, what's this super game that *might* be bundled with a SA RPC ?)
>
For updated screen shots have a look at the web site in the 'Rally' section.
It now looks a little different. ;-)
--
Martin Piper
Partner, TBA Software.
Free demo downloads of our software at http://www.tba-software.co.uk/
>Well why don't some of us/you get together then? I used to be in loads of
>programming groups, where the jobs were divided up into categories such as
>
>USER INTERFACE
>SOUND
>GRAPHICS
>INPUT
>LEVEL DESIGN
>ALGORITHMS
Well, I don't think I'd be any good in any of these categories. Also
I don't think there will be many people with the time or money to
waste on such an escapade which could result in no return, and
arranging the formation of such a group through the Internet isn't
going to be helpful because the irrelevance of geography means you'd
wind up with a group who would, in all probability, hardly ever
actually be able to meet in one place.
Disaster area! It would be better for such groups to come about
amongst people who already know each other personally for some reason
or another.
> Martin Piper (Mar...@tbalond.demon.co.uk) wrote:
> <snip>
> : > (Martin, what's this super game that *might* be bundled with a SA RPC ?)
> :
> : For updated screen shots have a look at the web site in the 'Rally' section.
> : It now looks a little different. ;-)
>
> ....and the word 'monotonic' springs to mind. Do you really have no other
> surroundings than those yellowish walls?
Other question: The gifs on that page are of resolution 320x240, don't you
think an SA RiscPC can do better than that ? Especially as this will
be a letterbox mode without cheating ?
--
Thomas Boroske