Saturday, 2 June 2012

The Spectrum Show #4

Episode 4 of The Spectrum Show is now available.

In this episode we look back to June 1983 and get the Spectrum news and new game releases.

We also track the evolution of the joystick interface plus the usual reviews of old and new games.


Best viewed direct on YouTube.

Thursday, 17 May 2012

The Spectrum Show #3

Welcome to Episode 3 of The Spectrum Show. In this episode we look back to May 1983 and get the Spectrum news and new game releases.

We also have another arcade shoot-out and compare Spectrum versions of Asteroids.

We also review some early Quicksilva games and look at some newer releases.

Enjoy.

Best viewed direct from YouTube. Click here to go to YouTube



Tuesday, 1 May 2012

Asteroids Shoot Out

Asteroids was released into the arcades in 1979, and made a break from the traditional raster based graphics to give the game a stunning and unique look. The new technique was vector graphics, wire-frame objects calculated and drawn in real time to give a neon like feel to the whole game.

Because the arcade machines required special hardware to produce the new style of graphics, home versions struggled to replicate the display. Instead the games companies used different techniques to emulate the game from sprites to custom written, maths-heavy drawing routines.

So – which of the Spectrum clones can claim top dog?

This is an overview of the tests that were conducted, for the full reviews of each game check out Episode 3 (link at the end of this page).

The first game under the microscope is Cosmic Debris (left) from Artic computing. This version of the classic looks very authentic, having vector-like  graphics and all the game elements of the original. The asteroids move around as they should, splitting into smaller chunks when hit and the saucers make random appearances. Thrusting differs from the arcade in that the ship continues to move until opposite thrust is applied, making control a bit tricky.

The sound is adequate but the real let down comes when you lose a life. The screen fills with diagonal lines and you have to press a key to continue playing. There is also no on-screen information like scores, hi-scores of lives.

Next we Meteor Strom from Quicksilva. This game is one of, if not the first, Spectrum games to feature speech, although what it actually says is up for debate. The vectors have been replaced by large raster based graphics that move about in character jumps, and the ship only has eight points of rotation. Having said that, the game does play quite well, but there is still the problem of a continually moving ship is thrust is applied. Not a bad game overall.

Meteroids from Softek doesn’t even try to mimic the vector graphics, instead we get large images – not sprites, just large chunky images that jerk around the screen. Sound is limited and the ship is fixed to eight points of rotation. Thrust moves the ship and the stops it dead with no inertia.

Another Meteoids (left), this time from DK’Tronics fairs no better, with juddering character based images, fixed eight point rotation and below average sound. This game also has a massive problem; when you shoot an asteroid it doesn’t break into segments that move off in the opposite direction, instead it spawns smaller images around the compass points. This means if you hit an asteroid close up, you are likely to die instantly when the smaller objects are spawned.

Next we Planetoids from Sinclair, a game claimed by many to be the best asteroids game for the Spectrum. Again we see the lack of vectors, instead we get smooth moving, solid asteroids and a ship with sixteen point rotation, a huge improvement from previous games. Sound is limited, but the thrust works just like the arcade. There is still room for improvement, but this is the best one tested so far.

Spectroid Storm from Abersoft is a dreadful game that really shouldn’t waste column space. White background, jerking images, poor control, terrible sound and impossible thrust all add up to an easily forgettable game.

One game I missed during this test was Deep Space from PSS, so for completeness, the review is here.
Deep Space is, despite being graphically average, a decent game to play. The small, character based, asteroids move around in eight pixel jumps and the smaller ones are difficult to hit. The ship as fixed eight point rotation and the sound is limited to explosions.

The star filled background is nice and control is responsive, but the size of the graphics lets it down. Thrust moves the ship and then stops, there is no inertia, but we do get the saucers making an appearance. As mentioned before, game-play is nice, giving a good long game, it’s just a pity about the size and movement of the graphics.

To find out the winner, watch Episode 3

Monday, 30 April 2012

The Spectrum Show #2

Episode 2 of The Spectrum Show is now available.

In this episode there is a special feature about the Rotronics Wafadrive, the mass storage device that was the main competitor of the Microdrive.

Also a look back to April 1983 to get the news and top selling games.

Also a look at some early Vortex Games plus reviews of newer releases.
Enjoy.



View direct from YouTube for best results.

Saturday, 21 April 2012

The Spectrum Show #1


The Spectrum Show, or TSS for short, came about for a mixture of different reasons, mainly to get my video editing back on form for a project I have at work, to shamelessly promote my new game and because there is nothing like it for the Spectrum (I think!).

This is really a tester, to see how things pan out, and there is no guarantee there will be more, although I must admit to enjoying putting it together.

The show has many segments including a look back to March 1983, old and new game reviews plus a head-to-head, comparing all Spectrum Space Invader clones.

It runs for just short of fifteen minutes, which I think it about right, and I hope you enjoy watching.



Best viewed directly through YouTube
If I do decide to do more, anyone interested in helping out?

Saturday, 7 April 2012

Antiquity Jones


In a dusty room, deep beneath the university, Jones was tidying away some papers when he suddenly became aware of someone else in the room. Turning slowly, the silhouetted figure of a tall, long coated man stood in the doorway.

“So what is it this time?” asked Jones, spitefully.

His last trek for these people had ended in near disaster, and he had been left for dead by the very organisation that had recruited and paid for the expedition.

“Nice to see you too.” The man said, entering the dimly lit room.

“No one invited you in.”

“No, no they didn’t. I will of course leave if you want me to, but then again Mr Jones, you are addicted to this game we play.”

“It may be a game to you..” Jones spat back, rounding on the man.

“Easy.. easy… I’m going. I’ll let someone else take the glory for finding the Chalice of Koo-Ram Kar.”

“Koo-Ram Kar?” Jones had suddenly lost his anger as the man anticipated, and was now taking notice.

“Yes. But if you’re not interested…”

“Were? When?”

“Peru.” The man replied, “a few days ago a tracker says he spotted the perimeter markings of a temple. You know the stuff, shrunken skulls, feather contraptions, hidden pits…..”

“Yes.” Jones sighed, subconsciously rubbing the scar through his trousers.

“The trackers refuse to enter. We need someone of experience.”

“It could be any old temple. There are hundreds in that area.”

The man held out a photograph in a gloved hand.

“The mark of Ko-Ram Kar!” Jones whispered, staring at the picture.

“Yes. There are several of these carved on rocks within the outer perimeter.”

“It’s the hottest part of the year, I’ll need supplies, transport….”

“It’s all in place. The trackers have left supplies at regular intervals; you just have to get there in time. Each pack of supplies will last just long enough to get to the next.”

“And what about the journey back?”

“Good question. If the legends are true, he who holds the chalice will feel no hunger and require no drink.”

“So the success of bringing this back is based solely on legend?”

“Legend researched by you Jones. How many books have you published on this, two… three..”

“Four.”

“Are you saying you lied? Your own research is wrong?”

“No. What I am saying…”

“The plane leaves in two hours. Once in Peru, transport has been arranged to take you to the outer perimeter. From there, you are on your own. Find the temple, get the chalice and get it back to the truck.”

“This time,” Jones asked with an edge to his voice, “do I get to come back?”

“Of course Mr Jones. If you find the chalice.”

The man turned and left, leaving Jones alone once more.

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Antiquity Jones (ZX Spectrum)

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