ZX Computings - OpenLibra
ZX Computings - OpenLibra
ZX Computings - OpenLibra
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If I had to choose just one program<br />
to impress an audience<br />
with the capabilities of the<br />
<strong>ZX</strong>81, then J K Greye's "3-D<br />
Monster Maze" would be the<br />
one without a doubt. Written<br />
mainly in machine code, this<br />
9ViK game includes graphics<br />
which had me checking that the<br />
program was really being run on<br />
a <strong>ZX</strong>81, rather than one of the<br />
micros that measure their price,<br />
as well as their memory, in Ks.<br />
The impressive features of<br />
this program start even before<br />
the game itself begins. A<br />
cleverly-drawn clown announces<br />
the instructions which<br />
scroll up the right-hand side of<br />
the screen. The clown even<br />
doffs his hat (although I must<br />
admit that at first I thought his<br />
head had fallen off, even these<br />
graphics have some limitations).<br />
Any program which can liven<br />
up the presentation of the instructions<br />
has to have a lot going<br />
for it.<br />
The <strong>ZX</strong>81 goes into FAST<br />
mode to set up the maze, and<br />
when it is complete, you are<br />
given an excellent 3-D<br />
representation. All walls are<br />
shaded and passages to the left<br />
and right can be seen clearly<br />
quite a way ahead. Keys 5, 7<br />
and 8 are used to turn left, go<br />
forward and turn right, and the<br />
104<br />
Software<br />
Down<br />
in the<br />
Depths<br />
Phil Garratt takes the plunge<br />
with J K Creye's U 3-D Monster<br />
Maze".<br />
response is instantaneous.<br />
There is a real sense of motion<br />
through the maze if you keep<br />
your finger on 'forward'. Having<br />
played a couple of very slow<br />
3-D mazes written in BASIC,<br />
this program would have been<br />
streets ahead . . .if it wasn't<br />
for Rex,<br />
Rex is the unfriendly<br />
neighbourhood dinosaur who<br />
inhabits the maze. You only<br />
score points when he is chasing<br />
SCGRSE<br />
5.3<br />
SCORc<br />
105<br />
you... or when you find the<br />
exit... so this is no game for<br />
the faint-hearted. You are told if<br />
he is getting close, although if<br />
you're lucky (?) you'll see him<br />
lumbering towards you, getting<br />
bigger and bigger, the jaws<br />
opening wider and wider. Even<br />
after playing the game many<br />
times, the sight of him still<br />
makes me jump. Truly the stuff<br />
of nightmares. The graphics are<br />
incredible and I found I had to<br />
copy the screen to a printer to<br />
prove to myself that these<br />
amazing pictures were made up<br />
from the standard Sinclair<br />
character set.<br />
So the graphics are great,<br />
but how good is it as a game?<br />
I'm pleased to be able to say<br />
that it is very good indeed.<br />
There is on-screen scoring as<br />
you move around, plus bonus<br />
points if you find the exit, which<br />
involves yet more graphics effects.<br />
The exit is a moving<br />
kaleidoscope of letters and<br />
symbols which grows as you<br />
approach it. But beware of<br />
being hypnotised by it, as Rex is<br />
always close by to wake you<br />
up.<br />
If you find the exit, a new<br />
maze is created and your score<br />
is carried forward. If you do<br />
happen to end up in Tyranno's<br />
tummy, you get the opportunity<br />
to start again with the same<br />
maze, so you can build up your<br />
chances of escape.<br />
With such a professional<br />
standard of presentation maintained<br />
throughout the program,<br />
it deserves to do very well indeed.<br />
I certainly haven't seen<br />
anything like it before, but I<br />
hope it is just the start of<br />
'realistic' graphics games for<br />
the <strong>ZX</strong>81. "3-D Monster<br />
Maze" is E5.95.<br />
J i i i f i s<br />
SCORE<br />
75<br />
YOU<br />
HRUE<br />
ELUDED<br />
HIM<br />
RND<br />
SCORED<br />
POINT S<br />
REX IS<br />
UERY<br />
RNGRY.<br />
YOU,LL<br />
NEED<br />
MORE<br />
LUCK<br />
THIS<br />
TIHE .<br />
<strong>ZX</strong> COMPUTING SUMMER 1982