I don't mean 'mono chrome' games like Knight Lore and Ant Attack.
The Best example I can think of is 'Dynamite Dan II' by Mirror Soft. The game
is packed with colour and moving objects and You can't notice any colour clash.
When two objects (baddies) come close to each other one of them changes
direction. Dan (our hero) always moves behind objects (door ways, caves etc.)
This game is the best example I can remember. Does anyone know of other
examples ?
Regards Anders
How about Exolon, Zynaps, Lightforce.
Some classic colour games were written by Don Priestley ( I hope that's the
guy's name! ) for DKTronics, eg, Flunky, Trapdoor and Popeye. Gameplay-wise
the games were a bit dubious, but graphically they were utterly astonishing!
Shadow Skimmer by The Edge was another great colour-packed game with almost
no clash.
Dark Sceptre by Firebird(?) written by Mike Singleton featured the 'shadow'
round the large figures, which was a bit of a cheat, but still looked fine!
>Regards Anders
Don't forget the Don Preistly (sp?) range of games - Popeye, Trap Door (I & II)
and Flunky which had excellent graphics (which were huge and very colourful
without any colour clash).
Cybernoid (I & II) also had lots of colour (but then that was written by
Raff Cello - who also did Exolon).
My favourite trick with colour on the Speccy is the "Rainbow Scroll" that was
in one of the numerous Program Pitstops in Your Sinclair. This allowed
you to produce some good effects just like the high score tables in lots of
Hewson games (Zynaps especially). Each horizontal line of pixels can be a
different colour.
- Matt.
------------------------------------------
()() Matthew D Wilson, Final year undergrad, ____
(..) Brunel University (Runnymede), /|o |
/\/\ Egham, Surrey, England. / | o|
c\db/o... ------------------------------------------ /o_|_o_|
>Games without colour clash?
>How about Exolon, Zynaps, Lightforce.
Didn't Lightforce just "cheat" be ensuring that all the
graphic objects were drawn on a (n x 8) x (m x 8) matrix?
I haven't seen FTL's Lightforce, but I remember reading the
explanation above in C&VG.
Regards
Karl
--
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They all looked as if they were built out of UDGs at any rate. If you
looked closely, there was still some colour clash around the craters in the
scrolling background.
Does anybody remember Mastertronic's Zub? (Originally called Zob until they
discovered that was a rude word in French.) That came with an extra, hidden
game called Lightfarce - you only got to play it if you held down a certain
combination of keys on a 128K machine. After a bit of hacking, I came up
with some code to let you play it on a 48K machine without holding down any
keys at all, and I sent it to Crash. But they never printed it! Aargh.
Stephen
That listing wasn't 'like' the rainbow scroll in Uridium (& Zynaps I presume).
It _was_ the rainbow scroll code! I remember it was submitted to YS by
the author of Uridium - Dominic someone? I can't remember his name!!!
--
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>In <3g2v0n...@bhars12c.bnr.co.uk> dh...@bnr.co.uk (David J Hale) writes:
>>Games without colour clash?
>>How about Exolon, Zynaps, Lightforce.
>Didn't Lightforce just "cheat" be ensuring that all the
>graphic objects were drawn on a (n x 8) x (m x 8) matrix?
Looks like it did, Extreme by DI did it too and here it looks _goood_
so did 'Shadow Skimmer'
>I haven't seen FTL's Lightforce, but I remember reading the
>explanation above in C&VG.
>Regards
>Karl
\thomas
It also has lot's of colour-clash - the explosions and debris make
your ship change colour. At least, it does on my HP Snake :-)
There were some Virgin games which made good use of colour. Dan
Dare comes to mind...
Cheers,
Nat.
Check out R-Type and Dan Dare (any of them, I think). Also Lightforce
by FTL.
--
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Also, if you look closely at the little gap between the two pods of your
ship, when you fly over a background object, the part of the background
showing through the gap turns to white. It took me a while to spot that,
I originally thought it was really clever to avoid clashing there.......
But what does it matter, the game looked great.
Regards
Chris
---------------------------------------------------------------------
Chris Coulson | A4000/EC030/882 - 6MB RAM/530MB HD
Robotics Postgraduate | A500/000 - 1MB RAM
| Sinclair Spectrum - 48KB RAM
E-Mail: | Sinclair ZX81 - 1 KB RAM
c.j.c...@ncl.ac.uk | (how times have changed...)
---------------------------------------------------------------------
Yes it was Dominic Robinson who, together with Steve Turner, were known as
Craftgold, one of the best coding teams in the Spectrum scene. They originally
coded for Hewson, but after a string of successful games (like Uridium) Andrew
Hewson still would not hire them under a proper contract, so they signed up
with Telecom/Firebird I believe... Of course, by then Hewson had many other
great coders such as Rafaelle Cecco of Exolon fame. I think that Craftgold
still exist and bring out arcade games for the PC, although I am not sure if
the line-up is still the same.
You know, all this "history" of the Spectrum scence should be compiled into
a book(s). God knows there are enough sources available. Any volunteers?...
SiMoS
"Otan to xioni einai vari, me dyo palta den ein' trelloi, osoi gyrnane..."
If memory serves the first people to do this were Faster Than Light. FTL were the "arcade" wing
of Gargoyle Games, who wrote graphic adventures, all of whose names have escaped me ( apart
from one had Magick in it somewhere ).
I think this technique worked by ensuring that each graphic filled up the eight by eight character cell and it
then animated by moving stuff around within the character cell. By the end of the spectrum reign most games
did this
Cheers,
Andrew
I do remember reading in (I think) Y.S. how to get to the game on a
48K Speccy - there was a few lines of BASIC to type in. Perhaps you
sent it to the wrong magazine!
Sheesh! Zub! That reminds me of the best days of my life. I was about ten (god,
with sounds like the werther's original advert) and I used to go round to my friend
James's house after school and play such classics as Zub, Amourote, Soul of a Robot,
Feud, Wizball, Head over Heels. I think I'm gonna cry...
Gee-whizz, thanks for bringing some of that speccy magic back into my life... sigh.
Graham
When I was at school, one or two people asked me if *I* had written Uridium,
due to my name being Dominic Robinson as well.
AFAIK, it's not me, and if I wrote it in my sleep or something, I haven't seen
any of the royalties :)
Dom(inic Robinson)inator
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Trapdoor (TRAPDOOR.ZIP)
Through The Trapdoor (TTTDOOR.ZIP)
Dominator
desc...@alma.eur.adobe.com (Alligator Descartes) writes:
>Some classic colour games were written by Don Priestley ( I hope that's the
>guy's name! ) for DKTronics, eg, Flunky, Trapdoor and Popeye. Gameplay-wise
>the games were a bit dubious, but graphically they were utterly astonishing!
I thought Trapdoor was such a great game exactly because of it's
unusual game-play. The Spectrum had enough predictable verb-em-up's.
"Olli & Lissa" is one Spectrum game I still enjoy in it's own right
(rather than for nostalgia reasons). That handled colour well, using a
combination of screen switching and big black shadows, at arcade
speed.
/<eith
--
K.Tu...@ucl.ac.uk
> Sheesh! Zub! That reminds me of the best days of my life. I was about ten (god,
> with sounds like the werther's original advert) and I used to go round to my friend
> James's house after school and play such classics as Zub, Amourote, Soul of a Robot,
> Feud, Wizball, Head over Heels. I think I'm gonna cry...
> Gee-whizz, thanks for bringing some of that speccy magic back into my life... sigh.
> Graham
I used to own a spectrum, 24K originally, upgraded to 48K by a chap with
a cardigan; some where in the local town. Absolute classic, I didn't
touch another computer until I was writing up my thesis; when I got an
old 286 going cheap. What a difference, 2.5Mb of RAM and couldn't get a
decent game for it. Worse still, I had to use WP5.1. Your mention of head
over heals brought it all back to me. I wish the people who wrote those
great games for the old 48K beast were writing stuff for my present machine.
I found some decent software in the end, so my machine has all the looks
of windows with out being totally **** up. I even found one or two decent
games. Still, such a long time and so little progress. :)
Dr. I. Downie (C/o A. Hatch)
A 24K Spectrum? Huh? :)
About the games: yeah, maybe... You often hear people on the newsgroup
saying how much better games like Knight Lore and Head Over Heels were
than those around now. (Heck, I've been known to say that myself...)
But I've been wondering: how true is it?
I know it's 10 years old now, but as a game, I don't think Knight Lore
is actually that much good - it's far too hard for a start. I have about
80Mb of Spectrum snapshots, and to be honest, the ones that still stand
up as genuinely excellent games could probably fit onto 1, or at best 2,
floppies. Games like Tau Ceti, Academy, Micronaut One (OK, so I'm a Pete
Cooke fan :), Atic Atac and Laser Squad are still *very* good, and I'd
love to see updated versions on the PC. (There is a version of Laser Squad
but it's not said to be that good).
But probably 95% of my collection is, by 1990s standards, unmitigated
garbage and it's only the rosy glow of nostalgia that makes us see them
differently... Modern games such as Doom, Transport Tycoon, Civilization
et al are as good as, if not considerably better than, the majority of
Spectrum "classics". I wonder if we'll still see Doom and friends as
classic games in 10 years' time?
--
| Chris Owen | Trinity College, Oxford |
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In article <3h3fkm$7...@due.unit.no>, c...@nvg.unit.no (Chris Owen) writes:
*snip*
> But probably 95% of my collection is, by 1990s standards, unmitigated
>garbage and it's only the rosy glow of nostalgia that makes us see them
>differently... Modern games such as Doom, Transport Tycoon, Civilization
>et al are as good as, if not considerably better than, the majority of
>Spectrum "classics". I wonder if we'll still see Doom and friends as
>classic games in 10 years' time?
This is an interesting point - I dug out my copy of Starstrike the other
day and loaded it up on my Speccy (At least you get time to make a cup of
tea and grab a Kit-Kat before playing the game when you load off tape -
can't do that on a PC (although the 3.5 inch disk drive makes a good
biscuit holder!)). I used to love Starstrike, but it is so slow and
jerky now that I found it unplayable. The same could be said for any
Speccy games, and I expect this is because once you've played some
games on a high-powered computer anything else on any old machine is
slow etc....
Having said that, the modern games, IMHO, are too involved. I think
that the simplistic nature of the graphics and sound capabilities of
the Spectrum meant that the idea/story behind the game was more important
and led to some good gameplay. Apart from Flight Simulators, I can't find
any game in my Spectrum collection that I didn't load up and play straight
away without having to wade through instruction manuals, overlong intros etc.
The power of the PCs et al mean that the scale of modern games is much, much
bigger than the "classics" on the Spectrum - you have the facility to
create these "interactive movies" that all go to create the stunning
stuff we see today, which obviously leaves the old Spec way behind. The trouble
is that the gameplay appears to suffer due to the emphasis on creating
"virtual worlds" etc. I think that games on the consoles - and specifically
the next generation consoles such as the PlayStation - are a better
comparison to games on the Spectrum as they are essentially the same format
except with better graphics and sound. This format is a simple idea (beat
someone up, shoot a load of aliens, race against something (car etc..) or
jump from a platform collecting things) that is done well, rather than
something trying to be absolutely huge and involved which takes hours to play.
So why the jerky colour-clash & beep of the Spectrum can be left behind, the
simplistic nature and fun of the games should not be forgotten in the place
of full motion video clips and fantanstic atmospheric effects. This is where
the "old" games are better as they are simply fun!
I never liked those "isometric" games myself. I suppose Head Over Heels
was OK as long as you did the infinite lives poke...
> ... genuinely excellent games could probably fit onto 1, or at best 2,
>floppies. Games like Tau Ceti, Academy, Micronaut One (OK, so I'm a Pete
>Cooke fan :), Atic Atac and Laser Squad are still *very* good,
Hmmm... I've never played any of those except Atic Atac, which I admit is
probably one of the games that I've played most. However, Lunar Jetman
is almost certain to be _the_ game that I've played most (and you didn't
even mention it...). And before anyone mentions it, Jetpac is passe' and
boring...
Funnily enough I also sometimes still play Penetrator. Oh, and Chaos is not
bad.
Ian Collier - Departmental Lecturer (and perpetual postgrad student) -
i...@comlab.ox.ac.uk - Oxford University Computing Laboratory, Wolfson
Building, Parks Road, Oxford OX1 3QD - WWW Home Page (including Spectrum
section): http://www.comlab.ox.ac.uk/oucl/users/ian.collier/index.html
New to this group? Answers to frequently-asked questions can be had from
http://www.nvg.unit.no/spectrum/ .
>New< - Visit the Sam Coupé FAQ at:
http://whirligig.ecs.soton.ac.uk/~tsp93/Coupe/FAQ.txt .
: In article <3h3fkm$7...@due.unit.no>, c...@nvg.unit.no (Chris Owen) writes:
: *snip*
: > But probably 95% of my collection is, by 1990s standards, unmitigated
: >classic games in 10 years' time?
: This is an interesting point - I dug out my copy of Starstrike the other
*snip*
I completely agree with all those points. And you could see the same sort of
thing even on the same computer. The game Jumping Jack (it's on ijs) has some of
the most rubbish graphics on any game I've ever seen, but compared to some
of the later larger games on the speccy, with stunning graphics and a 1Kg manual
it was still far better, infact I prefure it to most pc games, as they too
seemed to have followed the wrong path, with good graphics and complex senarios/instructions.
Actually it's quite obvious that this is all based on personal preference but
I simply do not believe that I'm THAT much in the minoraty as far as game play
vs effects goes. Doom is cool, SimCity 2000 is boring.
Damion
Just my two cents'.
Well, Lords of Chaos came out on the Amiga and ST.. Probably PC too?
And of course, U.F.O. is a typical Gollop outing, so he's still around.
Jeff Minter's still writing Llamatron, I think. I've seen official versions.
Oh, and Mr Braben is still writing Elite, but the less said about that the
better, I think, unless Frontier Again is a considerable improvement.
Oh yes, Novagen. They got as far as Damocles, anyway.
Any of the other Z80 gods survived?
Did anyone else notice how many Spectrum -> 16bit conversions back in the
transition phase suffered bad gameplay loss from not formatting everything
around the character squares? Dizzy, especially, and all the Cecco games.
--
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>> >
>> > And soon "Soccerama" on the SNES :-)
>> >
>> > Jon
>> >
>> Ah, this must be the one where bonus points are scored if you
>> can beat up a fan without being seen by the TV cameras then! :-)
... or where you have to invade the pitch before the players kung-fu
kick you in the stands ;-)
-Steve
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[snip!]
> i don't know whether Paul Woakes is still with the
>team. (a note for c64 music fans, Ben Dagleish is doing the music)
>
>i doubt Novagen are still going.
I'm not so sure... fairly recently (i.e. last few months) I'd heard from
a pretty good source that Damocles is going to be released for the PC
some time in '95, that Paul Woakes was writing it, that it would have
improved graphics (natch) and that it would be so much bigger than the
original Damocles that the original playing area would be only a small
fraction of that in the new version... Dunno if this project is still
on track though (or even how far it got in the first place).
Back to the topic at hand: in the Novagen offices in the original
Damocles was a litter bin, and inside the litter bin was a rubber-keyed
Spectrum 48K. A cruel jest or what? :)
: >
: > Any of the other Z80 gods survived?
: >
: Yep, Jon Ritman wrote Monster Max for the Nintendo Gameboy.
: Hey, did I see you on alt.tv.red-dwarf ?
: --
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Also Dave Perry and Nick Bruty of Probe, who designed and coded numerous
games on the Spectrum have switched over to Nintendo coding.
They're both in the states just now.
Theo
Will it be set in Dublin then?
(Got to keep up with the news, Brian! :)
Does this mean that Ashby-de-la-Zouch is the equivalent of Mount Olympus
then? One could have great fun matching the old Spectrum giants with the
Greek gods... I nominate Sir Clive for Zeus, of course... any other
suggestions? Stu Fotheringham for Mercury, the winged messenger, on
account of all the air miles he gets these days?
: Also Dave Perry and Nick Bruty of Probe, who designed and coded numerous
: games on the Spectrum have switched over to Nintendo coding.
: They're both in the states just now.
Yeah, Dave Perry is of course the head of Shiny Entertainment - the darlings
of the US games press after they released "Earthworm Jim" :) (which i admit is
a pretty nice game, although it doesn't allow position saving or passwords
at all!?). He's more a Sega man and doesn't handle the SNES versions himself,
i think. He's also written "Aladdin" which was very successful.
i saw him at the recent Winter CES in las vegas and boy is he tall :)
what Spectrum games did he work on?
Mike
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Mike Keith "We're not hitchhiking SPA...@KAURI.VUW.AC.NZ
1 Hornsey Road anymore! KLF+TheOrb+Sven+LordSabre
Wellington 6003 We're RIDING!" Simpsons+Marillion+KaTe+Coke
New Zealand - Ren NewOrder+Tori+Cure+NIN+Erasure
+064-4-389-3811 Ren&Stimpy+Robb+Martin+Jops&Krix+Depeche+Hubba+Woof+AndMore..
uh.. i hate to follow up my own post, but.. :)
: Paul Woakes worked on Legends Of Valour (the ST and amiga versions) with
: Synthetic Dimensions. from what i understand, the team behind LoV were/are
: working on "King Arthur : The Quest of the Fair Unknown" under the name
: Dimension Creative Design. i don't know whether Paul Woakes is still with the
: team. (a note for c64 music fans, Ben Dagleish is doing the music)
i booted up LoV on my amiga yesterday (been a while), and i was reminded that
Martin Walker worked on LoV as well. some may remember him as the one behind
C64 games such as "Hunters Moon" - he was a cool musician as well (in LoV he
handled the audio along with Ben Dagleish).
Kevin Bulmer, Ian Dowend and Graham Lilley also worked on the game - the names
ring a bell, but i'm not sure where from?
Mike
>Yeah, Dave Perry is of course the head of Shiny Entertainment - the darlings
>of the US games press after they released "Earthworm Jim" :) (which i admit is
>a pretty nice game, although it doesn't allow position saving or passwords
>at all!?). He's more a Sega man and doesn't handle the SNES versions himself,
>i think. He's also written "Aladdin" which was very successful.
>i saw him at the recent Winter CES in las vegas and boy is he tall :)
>what Spectrum games did he work on?
Two colorfull games by Dave (and Nick) I remember are:
Trantor by ?? and
Extreme by Digital Integration
thomas
Yep, I must say Damocles is one of my fave ever games on the Atari ST (boo! hiss!).
I thought that on the ST they did Mercenary 3 as well, and on the speccy they
just did Mercenary 1 and 1b (escape from Targ).
Damn good games.
Graham
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: : Well, Lords of Chaos came out on the Amiga and ST.. Probably PC too?
: : And of course, U.F.O. is a typical Gollop outing, so he's still around.
: : Jeff Minter's still writing Llamatron, I think. I've seen official versions.
: : Oh, and Mr Braben is still writing Elite, but the less said about that the
: : better, I think, unless Frontier Again is a considerable improvement.
: : Oh yes, Novagen. They got as far as Damocles, anyway.
: isnt Jeff Minter working on another of Atari's 2000 series for the Jag?
He's currently working on Defender 2000. And Llamatron was done for the ST,
Amiga and PC; his last computer game was an unfinished playable demo for the
ST called "Hardcore" which was a total blast-trip.
: Paul Woakes worked on Legends Of Valour (the ST and amiga versions) with
: Synthetic Dimensions. from what i understand, the team behind LoV were/are
: working on "King Arthur : The Quest of the Fair Unknown" under the name
: Dimension Creative Design. i don't know whether Paul Woakes is still with the
: team. (a note for c64 music fans, Ben Dagleish is doing the music)
Woakes is still around I believe. Last Mercenary game he did was Mercenary
III: THe Dion Crisis for ST/Amiga.
: i doubt Novagen are still going.
: Mike
: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
: Mike Keith "We're not hitchhiking SPA...@KAURI.VUW.AC.NZ
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: Wellington 6003 We're RIDING!" Simpsons+Marillion+KaTe+Coke
: New Zealand - Ren NewOrder+Tori+Cure+NIN+Erasure
: +064-4-389-3811 Ren&Stimpy+Robb+Martin+Jops&Krix+Depeche+Hubba+Woof+AndMore..
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: Two colorfull games by Dave (and Nick) I remember are:
: Trantor by ?? and
: Extreme by Digital Integration
i was flipping through some issues of CRASH yesterday when i came across
an interview with a certain (very much bearded) Dave Perry, who was fresh of
the boat from Ireland and who had been hired by Mikrogen (at that stage,
Dave hadn't published any games as such, although some publishing group had
published a book with listings of a load of games he had written).
no idea what games he worked on for Mikrogen, tho.
Mike
What a coincidence :)
Paul Woakes is currently working on Damocles for the PC, and it looks *very*
nice - the planetary graphics in particularlr are absolutely superb. To be
honest, graphically it looks very similar to Frontier 2. The trouble is that
Paul appears to be merely doing a straight conversion from the Amiga/ST
versions - nice new graphics, but the same plot and puzzles. I do hope he
puts some genuinely new stuff in it - I liked Damocles!
(I wonder if the Spectrum 48k in the rubbish bin will still be there?)