| Note: the CD containing all here described games (excluding the copyright protected ones) can be bought for 10 Euros including the postal costs. Contact: tarjan(a)uw.hu |
Introduction: ZX Spectrum games from 1982 to 1993 | |
|
Most of experts know so, that the last game released for the ZX Spectrum in Western-Europe was Dr. Who - Dalek Attack in July of 1993. But this is quite far from the whole truth. About 10% of the ever released Spectrum games were text adventures, which sold quite well after for years. The last 'independent software house', Zenobi Software released the very last commercial game from Edwina Brown titled Hide & Seek in May 1997. Although the straight decline was easily noticeable from the beginning of 1993 year, which can be measured by the number of published software. From this year's spring software companies did not accept any new Spectrum games from developers as well the last of Speccy magazines disappeared. New games release section of still alive press were practically empty, or even cancelled. In May Sinclair User, and in September Your Sinclair was also exiting. In 1992, there was still a relatively huge amount of software published, but in the next year the writing was on the wall: big software developers began leaving the 8 bit micros, and simultaneously moved to PC, Amiga, Atari ST and consoles. Of course, the Spectrum was not the only 8 bit computer to feel the effect of the developer's defection to the 16 bits; but its ever-popular rival, the Commodore 64 was suffering as well. Quite interesting turn, that currently a lot more ZX Spectrum games and user softwares developed than for the previously mentioned 16 bit platforms... About 12.000 games were released for the ZX Spectrum in what is consdidered as the "classic" 12 years era of April 1982 - to July 1993. This kind of productivity is still standalone nowadays. And the story was not finished yet... In fact, the most interesting part is yet to be told! | |
ZX Spectrum games of ex-Soviet Union | |||||||||||||||||||||||||||||||||||
Appear of the clones | |||||||||||||||||||||||||||||||||||
|
The second generation of ZX machines cropped up in the territory of ex-Soviet Union (significantly in Russia, but in another smaller states as well). For the average Russian, a PC/AT was too expensive, so they cracked the original ZX Spectrum and rebuild them from Russian parts. First 48K machines were produced as early as 1985, and in 1991, the boom of the 128K clones began. It became the school-computer (christened Hobbit 64K), but sooner or later, other clones were produced by bigger or smaller companies such as Scorpion, Kay, ATM, and who knows how many other mutations exist. Even individuals produced their own cloned computers. After the end of official worktime, lots of people, who were employed in electric companies, started to make these clones. This was facilitated by the fact, that the assembling circuits diadgrams were freely distributable in most cases. That way was born Pentagon, one of the most popular ZX clone. To see the concrete price tags: a contemporary Amiga or PC configuration costed between 300 and 1000 USD, where as a Pentagon or Scorpion was only 20-100. Even every clone had more variants, and the variants were not perfectly compatible with each other's. The compatibility of different clones was even worse. This situation led to software-incompatibility. New programmes were not correctly compatible with every clone (and not even with the original ZX Spectrum!), as programmers could test the programs on the clones, what they have. Most of them did not see the original ZX Spectrum machine too. Worth to mention, as in Europe was the C64-ZX "war", the similar happened in the ex-USSR between the owners of various ZX-clones. |
![]() Imperia 2 Dune: strategy for Spectrum
| ||||||||||||||||||||||||||||||||||
Widespreading of disk interface | |||||||||||||||||||||||||||||||||||
|
The originally English-developed Beta-128 disc interface became the dominant mass storage device of Russian ZX Spectrum clones. Casette tapes very quickly disappeared along with the standard 48K machines. The system can control up to four 640K DD floppy drives as 3';3,5' and 5,25' formats were all supported. Some simplified versions only used two floppy disks. Most of the clones had this controller integrated into their motherboard. However, the Beta system was not very successful in the UK or Europe. The new system certainly gave new opportunities for software developments: 640K was so huge comparing to the 128K maximum of the old tape system. It could hold even more, because data of the software is often stored compressed. With this method, averagely 800K can be packed onto a single disk. If we look the ZX Spectrum 128K and the Beta-128 disk system combination in the computing history term, it is the missing evolution step between the classic 8 bit machines (ZX Spectrum 48K, Commodore 64, Amstrad CPC 464, 664) and the much more powerful 16 bit micros. So, the new standard became the 128K machine with a Beta-128 interface along with a very cheap stereo tuning of the AY chip. In the old days, 5,25' floppies were used, nowadays, of course, they using the 3,5' format. Most programs are runs fine in the above configuration. Although some games are needs more memory (for example 256K: Walker, Atomix, Country of Myths), special ULA modes as GigaScreen (Homer Simpson in Russia), or Multicolor up to 83 colours: (Wolfenstein 2004, Mario Islands, Hexagonal Filler), the 7 MHz Turbo Mode (Dune: Imperia 2).
While most of the games run well on 128K of memory, but presenting of 256K is very healthy for the speed (Crime Santa Claus De Ja Vu, Homer Simpson in Russia 2). If digitised and other effects integrated into the game, the optional 512K would also be helpful (Smagly 3). By the way, Season of Sakura can use the memory up to 4096K, utilising the above 128K part as cache memory. These giant games are usually conversions from another platforms: authors were converted directly the sprites and effects from there. When did it, at the same time they run out of the 128K and made the practically unsaleable programs (just because most owners have 128K machine, only developers owned more powerful computers). However, it is worth mentioning the fact: most of these programs were successfully converted to 128K standard machines by different authors. For motivating owners to expand the memory or buying a more powerful clone, these games simple arrived too late in most cases. Going back to turbo mode. So far, only Wolfenstein 2004 supports higher FPS in turbo mode, another progs "only" run faster. Also only this game supports the video cache memory, giving the turbo coefficient from the usual 1.4x to 2.x. Crime Santa Claus and Super Mario Bros show extra "snowing" effects in turbo mode. Of course, developers of Beta-128 never thought, that a ZX Spectrum game will occupy a full 640K disk, or the "Insert next disk..." will appear during the gameplay. Typically, graphics adventures (Anime Story, Nocturnal Illusion) or puzzle games (Double Xinox, New Puzzle) required the space of a whole disk. Games with more episodes also usually copied into one single disk by the authors (Crime Santa Claus Deja Vu, Smagly 3). The 640K game compo entries certainly using a full diskette (Cheitnot Chess, Wolfenstein 2004). Similarly occupying a full disk those mega-games, which are included intro, screens, different music for levels, bi-lingual communication etc. (Fire and Ice, Mortal Kombat 1, Pussy). Multi-disk games are less often common, but for example Copper Feet did produced some: Ufo 1 and Black Raven 1 filled two floppies. Last Hero of the Light Force adventure and the network playable Net Walk were released on double disks. Yes, there is even more. The already mentioned Season of Sacura's both versions (monochrome and color-per-pixel: see at the next paragraph) occupies three full disks with its PC-converted graphics. So, a new method emerged (needed to build in two chips and some resistors and condensers) for more better and advanced looking games. It is called "colour-per-pixel" or "16C" mode. It uses the standard 256x192 screen ration with conventional 15 colours, but each pixel could have individual colours (it is only 15 colours and not 16 -despite of its name- because black does not have normal and bright variants). The result is very similar to EGA screens and very nice compared to the ordinary Spectrum and any colour-clash is eliminated. Some games by Alone Coder support it, such as: Ball Quest, Pang 16C and Time Gal. Last one is nearly 190 megabytes and a Sony Playstation conversion, plus the first ZX game which requires a CD-ROM. Worthy of mention, that these games are running fine on 3,5MHz, so it is a really big success both from the sides of hardware and software development. Because I am not sure, that a 4 MHz downlocked EGA PC can run similar arcades smoothly. Musics and effects are also did not remain unchanged. The initially three channel mono sound was soon replaced with three-channel ACB stereo. Later came the different D/A converters, such as Covox (1x8 bit), Stereo Covox (2x8bit) and Soundrive (4x8 bit). Sampling frequency can be 10-12 kHz with these devices, in turbo mode 15-16 kHz can reached. With the General Sound card nearly Amiga quality sound can be produced on four channels (4x8 bit, 37,5 kHz). Significantly, not many new software releases were written for GS, but old classics were cracked, and effects and music added to them, which digged out from the Amiga version. If we see the GS128 or GS512 included in the game's title, than this means it is supporting the 128K or 512K version of General Sound card. The next novelty, the six channels Turbo Sound card becomes widespread nowadays. It has a second AY-chip beside the original. Because one AY chip can sound in stereo, with two quadro music and effects can be realised. |
![]() Wolfenstein 2004: occupies whole 640K
![]() Mortal Kombat 2: only alpha version
![]() Hexagonal Filler: 83 colours at the same time
![]() Anime Story: a full disk game
![]() Pang 16C: EGA, ST or ZX?
![]() Time Gal: the first game on CD-ROM
| ||||||||||||||||||||||||||||||||||
| New generation games
| At this point, we can separate the games into two subtypes. On the first hand, programmers realised their own ideas, getting extremely close to the hardware maximum (for example: Star Inheritance, Kolobok Zoom 1-2, Pussy, Technodrom, Last Hero of the Light Force). Secondly, it was relevant of rewriting the DOS-age PC/Amiga games to Spectrum (Prince of Persia, Civilization, Dune 2 etc.). Another significant conversion platform is the Nintendo Entertainment System's Russian analogue, the Dendy (Ice Climber, Battle City and dozen of Mario games). The most interesting fact: such games were released for the ZX Spectrum, which is previously said by the press: it is impossible to make its Speccy version! Early programs were quite bad quality, and they often written in Russian language. Easy to understand the reasons: ex-Soviet coders did not know, that lots of users keep on using their Spectrums in Europe as a hobby machine. It is a pity, because beside the weaker programs, some higher quality games were also published, which quality is equal or higher to the old commercial games, but they are unusable because of the language. It is not very serious problem with an arcade game, but a text adventure is totally unusable. This bad habit unfortunately is still alive nowadays (Anime Story, Sea Quest). Readers can ask: what is the situation with the copyrights of these Spectrum games? Mostly, we could say, original publishers even do not know the existence of the ZX-version of these games. International copyright conventions originally were signed by the Soviet Union, and after the post states resigned them. Anyway, copyright rights now are stricter in the ex-USSR than in Europe. Despite that, Russians are ignoring these laws. So original developers will not see any money from the games. Sadly, the same piracy is stands for the Russian developed programs too. So, legal copies are sold in quite low volumes comparing with the size of the country. 3.000 sold pieces were a very nice result from a game in the mid 90's. The most interesting case is probably can be connected to Prince of Persia. Above the original Nicodim and Magic Soft edition, numerous cracked versions were available in the quite huge area of country: Another World Corp, ChuckaByte, Omega (Hackers) Group, Phantom Family, Ticklish Jim and Phantasy all had their own versions. Last group is also released it on tape, and further more promised the Euro-conform Plus D floppy version too. All ex-Soviet Union games now Public Domain with only two exceptions. Dune 2. yet was not bought from the authors (not enough money were collected). Anyway, Dune 2 is a very interesting case. It is unsaleable as demands 256K/7MHz. On the other hand, its main rival, Black Raven 1 is freeware since 2000. Initially Infokorm sold it in a special box and with a little user book. Nowadays, this year 1996 product can be bought from Sinclair Club. For the games of Alex Xor there is an unwritten agreement between Spectrumists: nobody will pirate them, and after a year the author will take them into PD category. The games of Axor are the competitors of the "Your Game" challenge. Detail will come some paragraphs later.
| ![]() Prince of Persia: the best coversion
![]() Sea Quest: only in Russian
![]() Seasons of Sacura(16C): only three disks...
|
| Making and distributing of new software
| In general, can be said, smaller groups made these programs, or some friends joined to made them: everyone does the task in which he was the best. The best example for this kind of co-operation is the also mentioned (unfortunately) Russian language Crime Santa Claus: Deja Vu game. (Between brackets I would note, this is the only one game, which uses the special 128-colour mode in the two main screens. Despite this, the result is not so nice as in the 30 colour Multicolor mode). Demogroups are also often making games, in that case the effects from their demos are easily identifiable in the game also. As among the demogroups there are elites and average ones, this quality is also reflected in the quality of their published games. A very nice example is Omega Hackers Group's game, Mario Islands. Of course, elite groups only co-operated with same level teams. For example, the graphics of previous game was given from OHG to n-Discovery for develop it further. This group is reached 25 FPS, but finalisation of game was intermitted. Must to denote, that these developing groups mostly consisted of teenagers or youngs at their early twenties. At the moment, they are the leading figures of the Russian computing industry. There were also "family enterprises". Copper Feet (Vyacheslav Mednonogov) often co-operated with his brother, Alexej. By the way, Copper Feet was led a development diary of the games, and Alex Xor did the same. These were published in the contemporary (electronic) press. Since these ancient blogs are available on Internet too. So we can read about the circumstances of borning Black Raven 1 and Courier 2: The Lost World. And now we reached to nowadays. With the help of Internet, virtual communities are also developing games through e-mails, e-mail-groups, forums and chatrooms etc. Also publishing games those groups, who are normally developing end-user softwares. The previously mentioned Walker is the product of Alien Factory, who made the JPEG-viewer for the ZX Spectrum. Not surprisingly, Walker looks exactly the same, as the pictures the JPEG-viewer... These programs were advertised in the ZX Spectrum or in other computing magazines. The other category was again Spectrum oriented, as 90% of readers have some clone of this machine.
Between 1993 and 1997 "regional dealers" were spreaded games on the weekends in the local marketplace (mostly they were youngs, who get some money after each sold software). The software groups located in bigger cities made contract with them. On the disks, beside the new software they copied the disk version of old games as well the freshest e-magazines. The most important centre was Moscow, followed tightly by Saint Petersburg as well the Belorussian Minsk. In these cities groups also kept the contact via modems. Some examples from the capital city for the hacker, demo, utility and game making groups: KSA Software, Softstar, L.P.V., RRR Soft, Magic Soft etc. Another significant centres: Voronezh (Golden Disk Corporation), Gomel-Belarus (Dream Makers Software), Kharkov-Ukraine (Codebusters). Of course, the bigger capital city groups also had regional centres in Saint Petersburg and Minsk above the main HQ. This era is presented by DJ Hooligan's Diller (dealer) game - unfortunately in Russian language only. Another way of advertising was the disk-magazines. Here were published the semi-finished games - which are often not finished at all (for example Black Raven 2 - Copper Feet). Anyway, could be regard as the sequel of the Black Raven the new mission disks released by Compu-Studio in 1999 and Metallurg in 2004-2005 (2 and 4 full disks!). Worth to mention, that couple of game making groups also published disk-magazines. So certainly their game-demos appeared firstly in their diskmags. Some examples about the elite group's diskmag releases: Step CG: Spectrofon, XL Design: ZX Format, Mafia: Faultless Magazine, Rush: Rush Magazine etc. Certainly, the demo version of games copied without copy protection onto the disk, and developers even encouraged the people, who already bought the diskzine, to copy these demos to their friends. Of course, the final version (if it was released) was contained difficult copy protection methods. Making a separate category that companies, which has the main profile of spreading games inline with professional computing literature. One of most relevant was Infokorm sited in Moscow: most games were released through them. Between 1991 and 1997 they ran ZX-Review magazine. Also worked in the capital the Solon and VA Print Ltd. firms. They had more joint publications. These companies went "famous" by their low quality book-series titled 500 Games. Solon was also known by their Pentagon development as well selling various peripherals. Formak Ltd. from again Moscow published and sold game-related books too. Their specialty was the different passwords, cheats and tricks. Peter Publishing House (Piter Ltd.) is the biggest publishing house in Russia, which is also working today. Beside the publications, best known from their Peters and Sprinter clones. Of course, most elite groups also collaborated in Ukraine. In that manner, new possibilities given in helping the game development, advertising in electronic journals etc. Such an association was the X-Project Association (XPJ), which founded in the city of Harkov in April 1 1997 (so the decadence ages of ZX-era in Russia). Its founder and main organiser was Squizer, Alexei Bugai. Right from the start, three another associations were joined in: Enigma, Unicum and United Coders. Later members including again from Kharkov Last Masters and Hell Risers as well Brainwave from YoshkalOla, Aris from Sumy and Energy Minds from Odessa. Membership totally counted 39 persons, and divided into three sub-divisions: X-Project Netware was developed and supported the network software, X-Project Publishing was managed to publish and advertise the game of authors, and finally X-Project development was responsible for developing new games, system programs and another piece of software. Certainly, here we interested primarily in games. For example, they put the right contact between authors and traders in case of the games of Mirror, Country of Myths, Operation RR and 12 Secret Books. In their ZX Power magazine authors gave possibility to introduce themselfes and releasing their ongoing demo-versions, and also giving handful advises for the newcomer game developers. A kind of mentoring thing. Games released by XPJ: Stalker, Lunar Wind, Snake, Role Playing Game. Anyway, the Alasm assembler and STS debugger used during most Russian game development, was also the work of the members of the group. Very similar association was RUSH (RUSH I.S.P.A - International Software Producing Association) too. It was consisted of Avalon, ETC-Group (after joined to him BrokImSoft) and Dream Makers as well some individual persons. In 1997 IMP, the founder of association decided to officially disband it, however members continued the joint works. Take a short turn to nowadays. Easily can think, that at present only by Internet travelling the programs from A to B. Well, not. Virtual TR-DOS still gets ordinary snail mails with games from regions where no Internet accesses. Actions of publishers are also leaded to success of developing games. For instance, in 1994 the before mentioned Infokorm called a challenge "Reader's Games". Among the weak quality games, some nice programs were saw the light too. In 2002, Perspective Group announced a similar competition within the frames of their Abzac magazine. It had money prize, but not too much competitor was interested. In 2004, the previous interest becomes even weaker. But some nice works were born, and PG also takes part in his own competition with one-one games yearly. In 2006, they announced the third round with the help of Internet. 6 games were collected. Unfortunately, the games with one exception very remind us to 1982-83. We will see... the competition cannot be harmful. By the way, the name of the challenge is "Your Game" - as I mentioned some paragraphs before. The prize fund is 200 USD, which collected from the commercially spreaded disks with all entries. Anyway, the floppies sold for 6 USD. Not so difficult to realise: people will not gain millions with it. In addition, the 2002 year competition's disk was cracked and put it into Internet. No wonder if only 30 pieces were sold. Also on Russian demo parties very much semi-finished games appearing, the completion of these games regularly missing. On Millenium 2000 one complete game, in the very next year two full versions released. On Chaos Constructions 2004 three fullversions and a demo saw the light. Sometimes very simply games are under construction for ages. For example, the demoversion of Arcaniod was announced on Funtop'98, the final version on Chaos Constructions 2001 introduced to the public. As the area of the ex-Soviet Union is quite huge, in some case happens, that the same game was developed by two or three different groups and the appearance of the games are quite different (for example Doom, Mortal Kombat, King's Bounty 1, 3, Heroes of Might and Magic and Worms). Sometimes these groups become rivals, who can realise the best conversion. Being in the progress of game making, they often try to licit to each other's, but the finishing is often terminated. Legends are spreading from lost source codes and games, which were seen by some couple of people only. A very lame thing, but some makers try to catch the attention with some screenshoots without having a real game behind it. A separate category is the Spectrum adaptations of Russian handheld quartz games. Horrorsoft and CyberPunks Unity was published two such games together. In 2000 they came out with Kool Eggz, and Diver Mystery of the Deep is from 2004. For a change, these quartz games are also not Russian developments, but the illegal copies of the Nintendo Game and Watch series, manufactured by firm Elektronika. Original titles: Octopus (the Russian LCD game was renamed to Secrets of the Ocean) and Eggs. Kool Eggz is based on the Nu Pogodi! cartoon. Eggs has some another less signifficant adaptations too as it was one of the most popular quartz game. Which is the quickest way of creating games? Of course, using the level-editors. In that way born the new Russian episodes of the famous Dizzy games, in which the egg is roing in Russia or in Ukraine after taking a high level Russian language exam. Otherwise Dizzy was not only released on Spectrum solely, but also on numerous another platforms. But the ZX has the most releases. This leaded to the situation, to become a so-called cult figure not only in Europe but also in the area of ex-Soviet Union. That is the main reason of countless unofficial continuations. Dizzy games after 1993: Dizzy X (1994), Dizzy X-2 (1995), Dizzy Warehouse (1996), Dizzy 8 (1996), Home Iseland Dizzy (1998), Dizzy 'A' (2000), Dizzy 'B' (2001), Dizzy XII (2001), Dizzy Forever (2005). Some Dizzy games unfortunately did not dawn: only demo version were born. That ones: Drunk Dizzy (1995), Dizzy XX (1995), and Dizzy in Rainbow (1996). The top that games could be the game of n-Discovery: Dizzy: The Main Day. Making of the program is interrupted and unfortunately never be released. Because except of some screenshoots and the scenario of the first level nothing was done for a long time ago. In contrast to the previous Dizzy games, drew, full-screen backgrounds would applied and accompanied by AY and General Sound effects. The quality of graphics was planned to improve by the Gigascreen method. A special variants of Dizzy-clones, when the main character is also replaced to someone else. Fizzy is the creation of the authors of Dizzy X and X-2, here we control a hearth instead the egg. 48 Irons and Operation R. R. are the games of Galaxy. In these cases, the makers going "further": not only the hero transformed, but also the outside of playing area was changed. Similar methods were applied to Adventures of Winnie Pooh 1, 2 and the Zunny 1, 2 games, as well in the case of Bolsevnik Stranu Oz. A Russian folk tale figure, Kolobok also could not avoid the transformation into a Dizzy adventure game. The demoversion of Softwarrior stands far closer to the original Dizzy games, like A. Bazarkin's interpretation: this one has fairly primitive graphics. The hero of Smagly trilogy, Smagly in the first two episodes also appearing in a Dizzy-like game, and in the final part transformed into the aggressive main character of the crack of the Spanish action game, Astro Marine Corps. Flea Tales, Hamon IV and Sliders are also Dizzy-clones. The pinnacle is the Crime Santa Claus series as mentioned some times earlier. After releasing the first episode, the carry-on was terminated, instead Crime Santa Claus: Deja Vu came out with four years intermission. Not only the Dizzy-series, but another successful games also leaded to continuations. The Main Blow is a new Russian episode of the Silkworm series. Myth game has two second episode in Russia: one of them is the version of Gargoyles from 1994 (Myth 2). The another is called Lethargy: The Apathetic Dream and made by Studio Stall in 2003. The very successful Flying Shark coin-op conversion was reincarnated as an A-10 Thunderbolt. But the Ferrari of Crazy Cars 2 is racing along in its original form in the Top Gear demo. Special Russian series and tales also often giving ideas for games. Nearly at the same time of the Spectrum in Russia, started the Russian version of Wheel of Fortune, called Pole Chudes. This was written up by Outland and Softland in 1995. Some another individual authors also made such games, but this two are the most relevant. The two famous cartoons of Szoyuzmultfilm also adapted as computer games. The Nu Pogodi! quartz LCD game was mentioned. Beside this, the game of Titanic also based on the Russian analogue of Tom and Jerry as an adventure game. The another masterpiece, titled Adventures of Winnie the Pooh was written by Softland in two episodes as Dizzy-clones, but this also mentioned before. Kolobok, the East-Slavic folk tale hero, a round, yellow, loaf-like creature also starring in some games, which is described also previously. Often happens, that codes of already half-made games are given from hands to hands as the original developer lost their interest. In the better case "only" they simply left out nice parts from the game. Even worse, if did not finish the game at all. That is the sad story of Awaken, the Russian Elite clone. Initially was developed by Rage, and a playable demo published in 1999. In 2000, the project was handed over to Fenomen, but was not continued. If we can believe the rumours, the 3D engine of Awaken was approximately 5-6 times faster than its classic forefather. It was realised by using the game engine of Hard Drivin' car race simulator. In the PC-world, we are living in the age of bugs, patches and fixes. Well, ZX-games are also not bug free. Among the fixes and patches the "Milleneum Edition", "Second Edition" shows, that the initial release was not perfect. Thanks to God, the improved versions are not need more RAM and CPU resources as with a PC soft. Different version numbers (v1.1, v1.4 etc.) are speaking about the same situation. It was happened, that different versions of the same game are differing much more, that its version number suggesting. The best example for that case is Labyrinth v2.0 and v2.2. Quite interesting, that second editions are sometimes shorter without losing anything from the quality of the original game. The Mortal Kombat 256K by Nikolai Voronev was finally fitted into 128K. Runaway City was occupying originally two disks, and now it is only on a single disk. The 16C version of Season of Sakura is also occupies three disks such as the previous monochrome only version. If we are at the PC-parallel things: on the Spectrum network games are not so popular as on the IBM-clones. The story of net-games was begun with the 1995 year crack of Laser Squad and followed by some Russian games such as X-Reversi, Gambit, Cheitnot Chess and Quake 1. As I guess, everybody thinks that network games played with machines connected though serial, parallel ports or modem. It is quite unbelievable, but machines can be connected thorough the AY music chip or the tape's MIC-EAR ports (input-output). Belarus is one of the most outstanding regions. ZX Spectrum was the most popular here between 1995 and 1998. E-mags and press as well Speccy BBS still exists from those golden ages. The Belarussian story had begun just in Russia: after the tape conversions new games were born. The most successful of them: Sex Xonix (by Tankard), Mist (Rage/ZX-Legion), Civilization (Cubeckij Vitalij), Clickmania (Optical Brothers). The best of the bests is the Fatality group, which was formed in 1996 November. They translated more English-language classic games into Russian (for example SimCity), just as the famous Czechoslovakian game-wonder, Twilight: Krajina Tienov. Their first own game, Margo Puzzle was realised a year later after the forming. They planned the continuation of the game with Margo Puzzle 2 and 3, but these only reached at demo stage. After again a year three another arcades were published (Kolobok Zoom I-II and White Eagle). The last of their works was the Pussy - The Love Story from the Titanic (1999-2000). With this mega-game they write themselves into the history of ZX Spectrum, as it is one of the highest quality games ever released. It was also nearly remain unfinished because lack of money. But the Polish, currently living in Austria Leszek Chmielewski Daniel were give the financial background for completing the game. At the same time, he also bought the distribution rights in Europe. So tape version is also available. They are respected, because getting very close to the maximum of Spectrum hardware. The leader of the group, Freeman is gone to mad as the rumours say.
| ![]() Crime Santa Claus deja vu: quality Dizzy-clone
![]() Mario Islands: converted from Dendy console
![]() Walker: from Alien Factory
![]() Black Raven 2:realtime 3D strategy
![]() Mortal Kombat: from XL Design
Worms: egy a sok verzió közül
![]() Kool Eggz: based on Russian cartoon
![]() Dizzy TMD: never will finished
![]() Awaken: only playable demo
![]() Gambit: the modem version
![]() Clickmania: logical game
![]() Pussy: close to the hardware maximum
|
| Opening to Europe
| Internet and the international Spectrum meetings are influenced positively the "Euro-conformity" of ZX Spectrum programs. Soon appeared the bi-lingual, Russian-English language games, such as the brilliant logical-arcade Fire and Ice. In the case of adventure games using English language is even more important, the best example is Viking Quest 3. Here we can follow the adventures of Egil, the viking not only in Russian language, but also in English - opposite of the previous two episodes. The Vera adventure game will also have English/tape version - by the plans. New games were tested on the original ZX Spectrum too (not only on local clones). Stronghold game is the development of Red Triangle group. Originally was published on Elektronika BK machine, then was converted to Spectrum. After the English translation (which was the common project of the English and Russian scene) Cronosoft is selling it since 2007 on tape. International spreading was highly accelerated by Internet, the currency is regularly US-Dollar, and the medium is 3,5' floppy disk.
| ![]() Fire and Ice: bi-lingual game
|
| ZX Spectrum games on different machines
| On platforms, on what not much software released, often happens, that ZX Spectrum games were converted. In Hungary it was common with TVC, Primo and Enterprise machines. The ever rival C64's games also converted to Plus/4 as well the short ones to the C16. So, it is not so surprising too much to hear about conversions between ZX and 8 bit Soviet micros. For the Vector 06 and Radio-85 games often ported from ZX Spectrum (and from the MSX too). These conversions often used the extra capabilities of the Soviet machines (colour, graphics, sound). Which seems to be unique: Spectrum games also converted for a 16 bit platform, namely to the Elektronika BK machine. Despite it was a 16 bit computer, could only display 4 colours simulatenously, meaning games often look awful! For example Dizzy was red! (Eastern Special Edition?:). Maybe the only one ZX Spectrum game, which was ported to MSX(2) is Ball Quest. Here the original 6 channels Turbo Sound music was replaced to ordinary 3 channels AY music.
| ![]() Dizzy 1.00: Dizzy on Vector
| Summation
| ZX Spectrum was arrived a tight decade later to the ex-Soviet Union after its blossoming time in Europe. The ZX era between 1991 and 1998 was greatly influenced the future of computing: who are joined in the right time, now well paid IT-specialists or managers. Influence of Amiga is clearly recognisable in the 90's: beside the game conversions, the style of intros, craktros and demos was inherited from the 16 bit machine to the ZX Spectrum. And now about the games: taking a look at the modern age ZX-games, can be very surprising. Because the advantages of the disc system is often used by the programmers. It is very common to see digitised pictures, intros, stereo music, digitised effects and animations. The current game position is easy to save of course. Some programs are automatically recognising the clone type, the size of the memory, the clock frequency of the CPU (3,5/7MHz), the sound card, the mouse, the winchester... and so on. Another games are easy to reconfigurable for our personal flavour by a nice menu-system. In one sentence: number of the new software is much-much less as before 1993, but the quality of games can compensate every ZX-fans. What can the future bring in Russia? There are certain possibilities. For example open more to Europe with bi-lingual websites, where customers can inform about the freshest developments. From the surveys seems, that it is enough demand for commercial ZX Spectrum games. More and more people would happily pay not only to play in emulator, but also holding the tapes in their hands with the highest quality new programs.
| ![]() Pussy: full of digi pix
| |||||||||||||||||
| United Kingdom |
|
Introduction | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| What happened in the motherland of ZX Spectrum after the decline? We should begin with the magazines possibly. Following the classic magazines ceasing, the most different mediums were edited by the enthusiastic amateurs.
Spectrum UK was an A/5 monthly, ran by some fans in Leicester. Had quite crude appearance. For example, printed totally with capital letter. The principal competitor was the Alchnews cassette/diskmag from Sheffield. from 1991 to 2002. altogether with 38 issues. Edited by Andy Davis, the leader of Alchemist Research. Andy is working as a webdesigner and as a part time teacher at the university nowadays. Also continuously expanding and restoring of his retro computer collection. Alchemist Research had wide range of Public Domain software. Its main rival was Prism PD from Rugby, which also offered many programs and PD Power, a bimonthly magazine. There was constants competition between these two groups. Alchemist attacked steadily Prism PD, because of spreading non-PD titles illegally. The back-attack happened with the most different reasons. In the United Kingdom the scene were standing definitely on the one or on the another side. Fountain PD is the initiation of David Fountain (London) from 1995, mainly keeping the contact with the demo scene. Paul Howard was operated the Impact PD through some years. Among other things, spreaded the Basic games and utilies made by himself. Through these PD organisations kept the contact the contemporary scene mainly, including the domestic and foreign demo teams, publishers, etc. Some examples among the more considerable magazines. Format was the quite expensive magazine of Bob Brenchley, later they opened towards the other Z80 based micros. Mark Sturdy's again costly colour printed Crashed magazine was popular likewise, the last issues were edited by David Fountain. James Waddington's Classix magazine dealt with old classic games, while Paul White's ZX Files published interviews with famous Spectrum figures. Also was the earliest bridge to the Russian scene. as reviewed demos and games, which were also attached on the covertape. Finally, but not for last, Outlet and Fishpaste cassette/disk magazines are also noteworthy. One of the largest meeting was the yearly-organised NSSS (Northern Sam & Spectrum Show) by the publishers of the Format magazine. This is like a traditional marketplace, where participants set up different kiosks. The comp.sys.sinclair Usenet group founded in 1993, was the most active between 1998 and 2001. with a dozen of messages every day,, Group members meet once or twice in a year in London, Oxford, Manchester or Wales The recently more popular World of Spectrum forum members also visit this program often. Raww.orgy meeting yearly organised from 2005. As the name suggest, main organisers are the raww.org team's members, who are also operating the popular international scene newsportal. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publishing of text adventures | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
The king of this kind of games was Zenobi Software. Its boss, John Wilson (aka Rochdale Balrog) from 1982 as a part-timer, and from 1986 to 1997 as a full time enterpriser made the task of coordinating and posting. Nearly unbelievable, he was able to live until 1997 from distributing of ZX Spectrum adventures. The number of posted cassettes and disk were among 150 and 500 weekly, and dropped under 100 for mid of 1996. This is already was a clear sign of the discontinuation from October of 1997. Anyway, beside the postal method, he also tried to sell the games in the local market with a smaller, 200 pieces bunch. Problems were aroused, that every games were tested at least by three people, but some ones by 10-12 persons. The price of sold games simply did not covered the cost of posting and cassettes of testing, and John did not wanted to sold the games without tests. Some groups also pirated with the games, they published the snapshots made from the games on their website and blogs, making downloadable to anyone. This did not influenced the sales directly, but violated the author's and publisher's rights seriously. At the moment, John is selling the CD containing all games at 5 pounds, and also possible to order from the old stock of original cassettes. He was used three main methods for advertising. First, he sent the games for the computer press for reviewing. Secondly, made detailed brochure from the news and forthcoming releases. This was enclosed to every posted cassettes and disks. At last, face to face advertising of the already satisfied customers was as important as the previous two methods. In the very similar way Dream World Adventures published text adventures up to 1995. As the software demand was decreased sharply, they changed from illustrated adventures (1992-1993) to pure text ones. Text only publisher was The Adventure Workshop too. Only 48K programs were offered, so huge programs have to load separately in different parts. I mean, after completing a level, you get a password. After entering it, you can continue with the second, third or maybe with the fourth part after you loading as a separate program. Possible to make more easily games than with the PAW? Of course, you have to sell the games of others. This is the method how Adventure Probe Software worked from 1987 to a decade. The text adventure factory on the move again, as ZX Format magazine published Blink in 2003. Another 3 tittles being in progress (43 minutes, Floarea Soarelui, Three Tales of Trethevy). The software "division" of the magazine is called ZXIF (ZX Interactive Fiction). All games will be free and downloadable from the website in .TZX format. The male-female Patrick Furlong-Emiliana Deluca duo in 2007 released the Frontier of Warriors: The Mayday Call titled game. Graphics was done by Emiliana, who is his niece. This was written for the 48K rubber mate and the adaptation of the man's book with similar title. It is only available as a demo yet. The game is released for the C64 and Amstrad CPC too and written with the Graphic Adventure Creator We cannot expect too much amazing about it, as the editor was written as early as 1985. The final version - by the promise of the author - will be done with a more advanced editor. From Simon Allan Software members we can’t be said that they hurrying with development. The name anyway covert two mate, Simon D Allan and J.B. Rogan. All two theiradventure games The Land Beyond Time and Wizard, WhatWizard started to develop. The first was developed until 2006 and the next until 2007. The text adventure games created with The Quilll adventure editor and certainly freeware products. The Moonscape: Escape from the Moon illustrated adventure from 2008 is Simon's independent work. This is made with the 'The Patch' editor. The original version saw the light in 1985, anno in full-screen graphics. The published version in 23 years later uses split-screen (graphics and text), The purpose of game: to escaping with the hero from the moon base. Andy Remic (Andrey John Remic) currently a professional thriller and sci-fi write. At the end of 80's and early 90's was known as (co)author of various games. A part of these games appeared on the covertape of contemporary magazines, while others spread by post under Remsoft Arcade Designs Ltd. and Psychaedelic Software names. The author returned to the Spectrum in 2009. when released Biohell game (now as Spiral Software) based on his book carrying the same title. The author beside the game, enclosed a cassette cover, an MP3 track for the game and a sample chapter from the book. Between who among the first solve the game, will rewarded a packet consist of the author's book. The game is freeware and was made with the GAC editor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lambourne Games
|
| Lambourne Games (Terry and June Goodchild) was authored in the very curios Replay Gaming category for the ZX Spectrum since the beginning (anyway, in the United Kingdom and USA it is a quite popular game category). Description of the games is the following: in the different sport events, and in different seasons, the players and technical details were stored fixedly, and with manipulating the variables, we can replay the whole season - of course the result could be very different from the original. Terry was pursuing many sport activities, and after the sixth X, still active. And has two and half tons of sports books. In the ZX Spectrum replay games category Cricket Player Data Cassette 1960s and Champions of Cricket + World Cup Cricket - Data Cassette 1994 released finally in 1994. Of course, at the moment they made these programs for PC. Since 1996, The Sports Game Shop is selling their games through Internet.
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||