Tuesday, 5 February 2013

The Spectrum Show #13

Finally, after having to re-capture all of the video again and then re-rendering it out (see previous post for details!) Episode 13 of The Spectrum Show is complete.

In this episode we go back to March 1984 for the latest Sinclair news and top selling Spectrum games.

We follow the adventurers and trace the Adventure game from humble beginnings to animated graphical challenges.

We review some older games and take a look at a newer title.

As always, best viewed direct in YouTube because we are in HD now… enjoy. 


Friday, 1 February 2013

Adventure Gaming Roots

Adventure gaming began in 1976 when William Crowther created the very first text-based game,  written in a language called FORTRAN. The game was loosely based on a large cave that he had explored as a caver and was created on a PDP-10 mainframe. Shortly after, Don Woods found the game, and with Crowther's blessing, expanded it into what now is known as Colossal Cave, the grandfather of all adventure games.

The game was purely text based and accepted 1 or 2 word commands to guide the player through various puzzles in a bid to collect all of the treasure within the cave and return it safely to the house. From this single game spawned every other adventure game and it was no surprise that when home microcomputers came along in the early 80’s, people would begin to write their own versions and create new variants.

Because the game was text-only meant that almost any micro could be used as long as it had enough memory to hold the parser, objects, locations and mechanics of the game. The Spectrum had several versions of the classic, notably Adventure 1 from Abersoft (later bought and published by Melbourne House as Classic Adventure) and  Colossal Cave by Level 9.

Amongst the first wave of Spectrum spin-off adventures that moved away from caves and gave the player a different world to explore were ones produced by Artic Computing. There initial set proved very popular, frequently entering the top ten despite some very dodgy actions that could be performed on a female android in one game.

The only problem often raised was that sometimes the games proved difficult, not because of the actual challenges, but because the player had to guess the correct wording to use… do you use collect, get, pick up, take… to pick up an item? This is where magazines jumped on the band wagon, and began offering help pages for lost adventurers.

Text-only games relied heavily on the imagination of the player, much the same way a book does, but with the advance of computing power, graphics began to creep in. Initially they were poor line drawn squares, relegated to a small area at the top of the screen like Magic Mountain (left) from Phipps Associates, but as time went on, they slowly improved, filling the top, and sometimes the whole of the screen.

The major jump in advancement for the Spectrum came in 1983 when Melbourne House published The Hobbit. This game completely changed adventure gaming, providing a complex parser and rich graphics, coupled with a good story and large vocabulary. Like Colossal Cave before it, The Hobbit spawn a multitude of copies – some better than others.

Adventures began to grow and well known scenarios soon arrived, taking ideas from films, comic books and television. There has always been a niche market for adventure games, and a company called Gilsoft wanted to target this group when it launched the Quill, a utility that allowed people to create their own games. This had a knock-on effect of flooding the market with text-only games. Later an add-on allowed graphics to be added… again another flood of games.

The next logical major step was animation. Not only did we get text and graphics, but now moving images too, all to enrich our experience. These usually took the form of small animated characters like those in Valhalla or scenes to move the plot forward like those used in the Scot Adams games. Slowly the textual element of adventures was been eroded until we reached a new genre… The arcade adventure.

Text input for this new genre was either reduced significantly or eliminated altogether, as the player now relied on the graphics to portray the action, with just a few text prompts to help things along.

There were still some people willing to experiment though, one notable game was Slaine (left) from Martech. Here the player’s thoughts drifted around the screen and had to be selected to perform the action. This method was quite intuitive but difficult to control without a mouse and never really caught on.

With all of these new features, the games themselves could seem restricted, especially in size, but some games just grew to enormous proportions despite the limitations of memory. Lords of Midnight boasted 32,000 views, and although leaning towards Role Playing, it was still a part of the Adventure family.

Snowball from Level 9 claimed to have 2000+ locations using clever text compressor to fit it all into 48k. To get around this hardware and memory limitation, several companies began to think about supplying an expansion unit for the Spectrum, to allow for bigger and better games. Shadow of the Unicorn from Mikro-Gen, it is the only one that actually made it to release though, coming with a 16 ROM expansion that allowing for more data to be used.

Imagine were famously working on a similar concept for their much publicised but never completed game Bandersnatch, one of the two Mega-games that have since gone down in micro computing folklore. It seemed that the limitations of the Spectrum were holding adventures back, and the genre had gone as far as it could, at least on the 8 bit machines.

Some companies, like Magnetic Scrolls and Level 9, through Firebird, still put out quality games, relying on atmospheric text and complex game play. Despite this, the adventure game days were numbered, sadly along with the Spectrum itself.

Luckily, for any avid adventure fans, the Spectrum and the genre is not completely dead. Adventures are still being released, albeit slowly, with a great mix of puzzles, atmospheric text and sometimes even graphics.

The game format came along way from its early text only days, but some say you  still can’t beat the imagination when it comes to adventures.

You are in a splendid chamber thirty feet high. The walls are frozen rivers of orange stone.
What next?

Thursday, 31 January 2013

Unlucky for some...

I never had time for superstitions, but I have to admit I am a little perplexed at the moment!

Episode 13 was in the can, complete, fully rendered out and looking great. Happy with the whole thing I archived it off to my external drive, saved a copy to DVD and kept a copy on my main PC for reference. I removed all the source files, having no further need for them, and wanting to clear out some space for the next set of videos. What could possibly go wrong?

Well... about to write the updates for this blog and other sites where it is announced, I checked the finished article to make sure I got the date of the news section correct only to discover I had left in the default titles.

I use a fixed set of titles and overlays for things like features, news and reviews etc. But these have default values that have to be changed to match each episode. Episode 13 should be news from March 1984 - but the titles state Jan 1984!! Argh!!!

Damn... I can't change the text and re-render because I have deleted all of the source video (game review footage and feature footage). This is very annoying and means I now have to re-capture all of the game reviews again, grab all of the feature footage again and then match it up to the existing commentary.

Obviously this means a slight delay - sorry!

Friday, 4 January 2013

The Spectrum Show #12

Welcome to episode 12 of The Spectrum Show.

In this episode we go back to February 1984 for all of the Sinclair news and latest Spectrum game releases. We compare Missile Command clones to find the best Spectrum version plus there is the usual old and new game reviews.



As usual, best viewed on YouTube – because we are in HD now !

Enjoy.


Saturday, 1 December 2012

The Spectrum Show #11

The new series starts here - and we're in High Definition too, so remember to use those YouTube controls to get the best resolution.

1984 kicks off and we get all the Sinclair news and latest game releases as Xmas fades away and a new year begins.

We take a look at the Currah Speech Unit, letting your spectrum talk back!

Some old Abbex games get scrutinised with varying results and we look at a newer title.

Best viewed on Youtube.


Currah Speech |Unit

We had all seen movies and television shows that depicted computers that could take, some in realistic human voices, others in a metallic and robotic way, so when a small add-on arrived on the market in 1983 that promised to give your Spectrum the same functionality, I was eager to get one and hear what my micro sounded like.

The unit was quite small, just 7.5 x 8 cm and only 1.8cm thick and offered the added bonus of allowing your Spectrum's sound to be outputted through your television.

Connecting it up was easy, just plug it into the expansion port of your Spectrum, swap the aerial leads and plug in the 3.5mm jack into the Mic socket. The unit had no pass through port, so had to be the last device attached, which could prove troublesome if you had a few other things plugged in.

Once connected and the Spectrum powered up, the copyright message appeared indicating you were read to make your computer talk. By default it was turned on, and so pressing a key would prompt the unit to speak the input command. This could be turned off by using a reserved variable KEYS, for example LET KEYS=0.

The unit used the S$ variable to allow BASIC programming, so anything set within that would be picked up and sent to the speech interpreter. This made incorporating speech into your own games easy. The result was not always perfect and to get it to pronounce things correctly, you had to play around with the various syntax options. You could swap out letters , for example C and K, or you could wrap letters up in brackets to produce a new sound.

A single ‘i’ for example would sound like Ei. As in ‘brick’ but add two in brackets would produce ‘eye’. The same went for ‘o’. On its own it would be ‘o’ as in ‘box’, two would be ‘ooo’ as in ‘shoe’.

A typical sentence could take a while to get just right, changing the letters and adding brackets to get the interpreter to produce the right sound.

‘Hello YouTube, this is your spectrum talking’ would have to be created by using ‘hel(oo) y(oo)t(uu)b (dth)is iz Yor spectrum torking’. Once you get to grips with the different sounds, it soon become easy to get what you wanted, but it wasn't long before the novelty wore off. To be honest I spent a lot of time making it swear, no doubt along with hundreds of other kids, much to the annoyance of their parents.

The unit used up some of the Spectrum's memory, taking up 256 bytes and moving the UDGs and RAMTOP down, the result of this caused problems with several games.

The ability to speak was taken up by many game companies, like Quicksilva, Firebird, PSS and Ultimate, all adding speech to some of their games.  The affects were underwhelming and for me and didn't add anything to the game.


One game though had a trick up its sleeve, Booty from Firebird Software, detected if the device was connected and if it was, game you a completely different game.

Instead of the usual platform based treasure collection game, you got an underwater swimming game!

Currah were acquired by DK'Tronics in 1985 and slowly the unit went out of favour, with DK'Tronics pushing their own speech unit instead. Maybe this was a strategic buy-out, which had the desired effect, and the speech unit slowly disappeared from the market and games.

At the end of the day though, it was just a bit of fun that never really took off, and event today, with the exception of satellite navigation and maybe Apple’s Siri, computers that talk have not really made it into our homes, the only exception being the usage of devices for sight impaired people.

So, to sum up; it’s a bit of fun to mess about with, but the novelty soon wares off, and it will be quickly removed and forgotten.

Watch the video review in Episode 11.

 
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