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.

Download

Antiquity Jones (ZX Spectrum)

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Wednesday, 8 February 2012

Android Shoot-out Update

My report on the current state of Spectrum emulators for Android tablets has been updated with an extended overview of Unreal Speccy. My previous attempts at getting this emulator working failed, but a recent reply on this blog gave me some pointers that allowed me to get a little further.

My findings are available in an updated PDF and directly in this blog.



Read the Blog version

Android Speccy Shoot-out Feb 2012

Wednesday, 25 January 2012

Work In Progress


I have made good progress on the new game, or should I say, the new framework. I have re-written the parser to allow multiple nouns (get, take, collect etc), shortened the code needed to actually run the game and hopefully built a solid framework on which I can simply build my games.

With the complete framework, the file runs in at 6k, that includes the introduction and first location. That is a lot smaller than the previous one, and now all I have to do is add locations, objects, interactions and messages.

My old BASIC game (called Vamp) has been re-worked into a mystery rather than a horror based game and so will have a different name (yet to be decided). The locations remain pretty much the same, as do about 60% of the puzzles. I have added new objects and puzzles as well as re-writing all of the location descriptions.

I have just the last puzzle and end game to work out before I can begin adding it to the base code.

Sunday, 15 January 2012

What Next?


With my previous adventure complete I recently clambered into my dusty attic to locate my old folder containing all of my old notes and maps for my 80’s adventures. Sure enough there it was, still as I had left it – crammed full of detailed maps and drawings.

Armed with that I narrowed down the next game for conversion and loaded up the TAP file to take a look at the locations and objects. The game is pretty basic, in all senses of the word, with some atrocious spelling! However, as with the test project, A Broken Friend, I will need to go through everything and re-write it.

The locations need a good tidy up, the plot needs padding out, additional puzzles adding and a new map generated. The game will not be a 100% copy of the original, more a game based on the same concepts. Long gone are the days of locations described as “You are on a path.”!

I will also have to re-write large parts of the code to put into practice the things discovered during the last game. Whole chunks will need to be re-organised to make things quicker code-wise, easier to play and use less space. A challenge indeed!

 
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