Immortal ZX Spectrum games
zxds.raxoft.cz
zxds.raxoft.cz
But the good thing about the platform is that there quite a few programming environments, there was a C and Pascal compiler. You'd load the compiler from tape for 5 minutes, enter your program, compile it, run it, it would crash, rewind the tape, do the whole thing again. Remember writing my own assembler as well. Good times...
All in all ZX Spectrum platform is almost entirely responsible for me picking programming as my profession.
Me too. Started with the 48k, switched to assembly soon after getting bored with BASIC, and for a few years I got my name printed in Your Sinclair for posting POKEs for various games.
The Z80 assembly language set me in good stead for early programming with MS-DOS (3.3 or so) as the assembly syntax was familiar. (I think Zilog engineers were ex-Intel. But my memory is a little hazy these days.)
I still play "Choas:The Battle of Wizards" on an emulator every few months, alongside "The Hobbit" and the various Hungry Horace games.
I remember my cousin introducing me to the game early on. I think I spent more hours playing Chaos on the speccy than any other game, possibly more than any other game combined.
Truely impressive to me, as a twelve-year old.
Really I had good memories of these little machine and of the few games that I had on it.
The original developer for R-Type for the ZX Spectrum wrote up a detailed story of the technical challenges for developing the game. Shaving cycles off to make action smooth was what it was all about.
IT'S BEHIND YOU: http://bizzley.com/
The nostalgia that comes flooding back to me from my childhood almost brings tears of joy to my eyes.
It's truly staggering to read at the start that there were ten times as many titles (15,000) than there are for the DS or GBA.
I do wonder if the children of today will feel nostalgic about the software of today in 25 years time?
For some reason it doesn't feel like as much love and passion goes into a lot of games being produced at the moment. So many of those Spectrum titles were labours of love by single people working for months on their own in bedrooms.
It makes sense that there will be a lot more games on a open platform than on a platform from company that is notorious for not attracting 3rd party titles.
> For some reason it doesn't feel like as much love and passion goes into a lot of games being produced at the moment. So many of those Spectrum titles were labours of love by single people working for months on their own in bedrooms.
Step outside the world of Call of Duties and Battlefields and you will find lots of games that are very much labor of loves from bedroom developers.
I know there are plenty of indy titles on Steam and the other app stores that are remarkable games and immense labours of love, but I wonder how many really get under the skin of a lot of children today for a long period of time?
So many games I see my nephews playing are freemium titles that seem to drift in and out of their lives on a day to day basis (especially on iOS). I certainly don't see them building a connection like I did with Manic Miner or the Dizzy games anyway. One exception I can clearly think of though recently with kids would probably be Minecraft. Others miles may vary I guess.
Only one quibble - I'd have given Skool Daze and Back to Skool a bigger mention. I loved those games. Crash review: http://www.crashonline.org.uk/11/skool.htm
Today we still have the indie scene, and find games like Paper's Please, which are subversive, refreshing, and clearly a sign of a mind that knows where the game is going.
But when we want to compete on graphics, we need games to be finished in two years at the most, so hundreds of people have to be involved to make anything big. With over a hundred people, it's very hard to manage that cohesiveness and remain even mildly quirky. Even something like a Mario game builds different levels in very different ways, minimizing the costs of cohesiveness.
So if we want that spirit alive, we need to see more work building engines for indies. If what you need is already in Unity or Unreal, it's far easier for game creators to just focus on what makes their game special, instead of rendering polygons or writing collision detection.
With the barrier to entry being that of downloading a Minecraft mod or free app, it's harder to get anywhere near as attached, in my opinion; but I don't have kids, so I wonder what they do spend their hard-earned pocket money on instead?
For a similar nostalgia trip I recommend reading Only You Can Save Mankind by Terry Pratchett.
Nostalgia isn't what it used to be...
http://store.steampowered.com/app/363670
and it's finally done and coming out this Friday.
I did all the programming, graphics and level design myself and created the game I would want to play. I only hired some musicians to create music for it, the rest is really labor of love made in my basement.
https://en.wikipedia.org/wiki/Hard_Drivin%27
I thought it was fun due to its realism.
also this bit is interesting from the wikipedia page
Physics The engine, transmission control, suspension, and tire physics were modeled in conjunction with Doug Milliken[18] who was listed as a test driver in the game credits. In the 1950s his father William Milliken of Milliken Research led a team at Cornell Aeronautical Laboratory in Buffalo NY USA (later Calspan) that converted aircraft equations of motion to equations of motion for the automobile, and became one of the world's leading experts in car modeling.
BTW, what is the spiritual successor to Hard Drivin' today?
Spiritual successor? In terms of realistic car modeling, I would say the rFactor series.
The combo of a sim, but a playful environment seems very hard to find.
https://www.youtube.com/watch?v=LfKUZRI90rI
His "Whole New Ball Game" was brilliant too
Could be done
>The Sims There is a home simulator for the C64 I think.
(And remember in Minecraft, since the player can do whatever they like, no compression schemes work. Anything that did wouldn't be even a Minecraft knockoff anymore. Minecraft could really only exist on home-machine levels of processing power in the 21st century.)
The other two could be recognizably done, though they'd be relatively cut down.
I can't believe Jack the Nipper 2 isn't on your list though. Excellent graphics, great theme, great gameplay.
kicks green coconut
Happy, happy days...
It is a 3D puzzle game. Circa 1987 running on XT CGA class systems I find it to be fairly advanced for the time. But it feels certainly antiquated today. Still it definitely deserves a look.
i always wanted to play games and write basic on the TRS80 just because i couldn't stand the keyboard on the spectrum.
Yesterday I was doing some Z80 ASM code for the Speccy (FUSE + OpenSE ROM) with the help of Pasmo, just for fun.
30 years ago, pretty sure I would have been playing Lords of Midnight.