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1
IT’S
THE
FIRST
XMAS
SPECIAL
AGK
THE C64
REVIEWS
SPECTRUM
2
By Zeotrope
Blitz3D
3
A
LETTER
from
Qube
Cover: GaborD
Wow! When I created this site I never
expected it to become what it is
today. I’ve always loved a community
of dedicated coders who truly enjoy
coding, game creating and sharing
their experiences. Over the last
couple of years we’ve gained fantastic
loyal members who have taken the
time to post, reply, create worklogs
and help others to which I say a huge
thank you.
The game coding competitions have
exceeded my expectations which just
goes to show the great talent of our
members who create such great
games within a short time span. When
I first launched them I never expected
to see the quality that our members
have created. Many of them remind
me of dashing to the shops at the
weekend with my pocket money to
buy the latest and greatest releases
from Mastertronic. Huge appreciation
to all those that have joined in the fun
and I look forward to seeing what we
can all come up with in 2020.
So here we are once more with the
yearly madness that is Christmas. I
say madness by which I mean
watching others buy a months worth
of shopping because the stores are
closed for one whole day. All the
people asking you the same thing
every year, “Are you all ready for
Christmas?”. I tell them I’ve written an
app which organises the whole of the
Christmas routine for me. The array
of statements and comments you get
in return are class.
Welcome to SyntaxBomb’s first
Christmas magazine \o/
As far as traditions go, every year I try
and watch at least one classic
Christmas movie with a plate full of
mince pies and of course a few
(festive) beers. When the big day
arrives I look forward to stuffing
myself with Christmas dinner and
afterwards complain on the couch
that I’ve eaten too much, then
proceed to stuff myself with
Christmas cake. In the evening the
festive water *cough* flows and we all
have a great laugh doing anything
from board games to karaoke. Simple
but very fun leading to me and the
misses walking home at around 4am.
I say walking but it’s more of a zigzag
while still complaining we’ve
eaten too much followed by the old
“is this the right key for the door”.
Someone once asked me why there
was no room at the inn for Mary and
Jesus. I said it was because of
Christmas! - I’ll leave the response
they gave up to your imagination.
What ever your festive traditions are I
hope you all have a great, peaceful
and fun Christmas.
Finally a special thanks to iWasAdam
for putting together this magazine.
Rudolph happily donates a carrot to
you and Santa happily gives you one
mince pie (but just one as he’s a busy
guy)
All that’s left to be said is…
Merry Christmas and a
Happy New Year. Qube.
CO
NTENTS
Pitch Perfect
find out what made the 80’s sound
the way they did
86
14
Punk Brtania
what made Thatcher’s Britain so
brilliant ?
Ready Set Go
rev your engines over the top
racing games
Greetings From...
hand drawn greetings from down
under
14
30
50
1
Missing
Do you have any information about
this computer?
38
I Loved My Amstrad
Dabs gets into cold water over his
Amstrad
Game Over
want to know what goes into a
game?
TV Tower
it started small and it’s still going
strong
66
120
72
66
5
20
86
30
50
8
72
CONTENTS
Mix It Up
the recent syntaxbomb competition
8
Creating The Cover
how the cover was put together
12
AGK
what is it and how does it compare
20
From Dust
it wasn’t so simple back in the day
29
Santa Solitaire
Krampus for xmas?
40
The American
Commodore C64
44
Crash
do you member?
58
Game Over
stinky and sticky arcades
60
Atari
will it be back?
65
Low Poly Tree
how to create one
82
Moist Wanted
some Atari xmas humour
94
Chapter 1
Vic20 and Grandpa and me
98
The Editor
can you use it yet?
101
Being Green
QasarBeach goes back in time
105
A* Santa
how will Santa get to you?
108
Love of Computers
a life lived with computers...
116
8
Mix-It-Up with the latest SyntaxBomb
competition that ran from August
25th to October 20th 2019.
Entrants had to choose from one of the following five options and make a game
that has a mix of those genres.
Option 1 : Tactical / Role-Playing (RPG)
Option 2 : Retro / Shooter
Option 3 : Puzzle / First Person Shooters (FPS)
Option 4 : Escape the room / Beat-em-up
Option 5 : Retro / Endless
In then end there were 6 entries, with everyone having the usual ups and downs of
developing anything in such a small timescale. But with another competiton ended
all the entrants had learnt something new, had a great amount of feedback and all
sorts of fun on their journey.
Stevie G was the well deserved
winner with Gunstar.
Taking his previous work with 3d
in Polymaniacs and Vanarchy, he
takes the concept of TimePilot and
Defender and gives us a retro
isometric shooter with endless
variety. Couple this with a great
soundtrack and sound effects and
you have all the best ingredients
for a top-class winner. With praise
from everyone this is the fingertwitching
action we all wanted and
got.. With abundance!
Stevie first created the
models in his own format
using a custom primtive
editor. The results were then
exported as a rotational 2d
sprite map. So what looks like
3d is really 2d sprites. Very
clever and very ingenius.
https://stevieg.itch.io/gunstar?secret=qpSAuh6TnXfdOw94mJ0e6czB9k
9
Voting was complete and it was clear that GUNSTAR had romped home
with nearly twice the vote percentage that the other two had. Second
place was TYOOB beating third place HONEYTHINGS by only 1
percentage point.
Voting was secret with the results announced at the end. Here is the table
of votes:
10
AND THE OTHERS...
Taking Atari's Centipede as
it's core idea, Xerra's Creepy
Crawlies showed what could
be done with a little thought.
Delivering a solid game with
some very nice visuals and
sound.
Everything was well
packaged and presented
with progress and scores
making for a real treat.
https://xerra.itch.io/creepy-crawlies
Matty gave us Endless Horde which is
the only web based entry. Bt far his
best competition entry this firmly took
the strategy concept and spun it nicely.
Definitely a good one from him.
Using the familiar D&D strategy
concept, you guid various characters
around on an isometric hex grid.
Sometime confusing, but very nice
presentation and use of the style.
Kudos goes out for the graphics which
give and very different feel to this kind
of game.
http://www.mattiesgames.com/endlesshorde/
https://gpsrunningdude.itch.io/wildestwest
And finally we have Wildest West from
3DzForMe. A fitting tribute to the (very)
anvuent but well loved BootHill game
from the late 70's. Unfortunately Reallife
stuck it nose into the development
and nearly stopped it, but luckily for us
3DzForMe persisted and the game made
it by the skin of its teeth. A well
presented entry that made the jump
from 2d projection to 3d!
11
BasicBoy was
second with Tyoob
Completing anything is a trial,
and BasicBoy went after Atari's
Tempest and beat it to death in
a stunning entry that brought
back memories of Jeff Minter.
Hypnotic tubes come out of the
screen as your ship rotates and
fires upon wave after wave of
enemies. Such a well deserved
second place.
If frantic shooters is your
thing? Then you cant go wrong
with this excellent winner.
https://www.syntaxbomb.com/index.php/topic,6107.msg30995.html#msg30995
Bringing up the rear
in third place was
IWasAdam with
Honey Things a
strange if unwieldy
strategy puzzler!
Yet again showing his penchant for luscious bitmap
graphics, IWasAdam just missed second place with
this ingenious puzzler. With a thumping soundtrack
to go alongside some glittering visuals. HoneyThings
follows a Bear in search of the fabled Honey Swirl.
Unfortunately old bone bonce has set the sweet
things into nasty mode. So there! Some mind
bending puzzles await you...
https://adamstrange.itch.io/honeythings
IT’S
THE
FIRST
XMAS
SPECIAL
13
CREATING
THE COVER
GaborD shows us how
the cover was produced
The scene is put together in Blender completely.
First a simple non directional lightmap is generated
(HDR) for diffuse and about 8 probes for reflections
(mostly for the tree ornaments that are quite shiny
Rendering is a forward pass, and in post a bit of
bloom, ACES tonemapping, tiny bit of CA and
vignette are added.
Poly count is not too bad because things like the
ornaments and the tree lights are instanced
geometry. It can be rendered in AGK realtime
allowing the camera to be flown around until I get
the angle I want. It’s really as simple as that!
14
P U
N K
Built on his previous work with the kitbash zx80
and zx81 the (then) zx82 was to have color and
be more powerful and cheaper than everything
around it. The specifications were in part Clive’s
response to the BBC’s requirements for a
computer system to go with its proposed new
educational programme. Unfortunately Sinclair
lost out to Acorn, but the new machine still made
perfect sense, offering a true upgrade to the
earlier ZX series.
With a Zilog Z80A CPU running at a modest
3.5MHz forming it's beating heart. this 8bit
beauty had internal 16bit I/O addressing, on chip
dynamic memory refresh control and very simple
power requirements.
The simple ROM from the zx81 would be
expanded from 8kb to 16kb, written by John
Grant and Steven Vickers, and allowing for a
more comprehensive Sinclair BASIC. 16Kb of
Dynamic RAM would be standard, with the option
of an upgrade to 48Kb for enthusiasts.
It's screen resolution of 256x192 would be
available through a colour video generator
offering 8 colours, and 2 shades of each, apart
from the black, which was just… black. and like
most computers of this era, the machine has a
56 line border (in PAL regions), whose colour can
be changed but can’t be populated with graphics
under normal use. But was used superbly well as
the tape loading indication.
Sound was just a simple single channel 'beep',
although later revisions included a 4 voice synth
chip - but we are interested in the original model
here.
The infamous rubber keyboard was present and
was either brilliant or terrible depending on your
view. From My own view I kind of liked it as my
(then) small fingers bounced and pounded away
with some speed on it back in the day alongside
a very small 5" black and white tv!
Lastly this tiny, but perfect package was housed
in a compact design by Rick Dickinson. The
elegant case was created with guidance from
Clive Sinclair, and the final flair being the
iconic rainbow effect, along with a
new name from zx82 to Spectrum.
A name that told customers
about the improvements over
the earlier machines.
The early 80's, breadline Britain was having a
party and we were all invited. Punk was out
and the new kids with their makeup and
computers were coming. Into this Clive
Sinclair launched "The Spectrum" and
IWasAdam was there to witness it all.
15
16
Britain took the humble Spectrum
to its heart and the we all loved
the games. And until 1984 this
little machine rode the market
hard and made computers and
programming open to everyone...
MICRO-WHATSITS...
Derided, comical and hated. The dreaded
Micro-drive arrived late and not quite ready.
But it did (mostly) work and was as cute as
hell. Tiny little things of joy...
17
WHAT’S IN THE BOX?
To be honest: Not a lot!
It came with either 16k or
48k and that included 8k
shared with the screen!
The board itself was very
well laid out but it did
suffer from the infamous
UART port wobble (hidden
under that big shield).
Where any connected
peripheral could and would
reset the machine with just
a minor jiggle!
So don’t knock that joystick
port or your hiscore is toast
- and maybe your Spectrum
too!
18
P U
N
FUTUR
You just
can’t keep a
good thing down.
And the Spectrum Next is
the Spectrum we were all
waiting for made real. Here’s a quick
look at the hardware and just a peek at the
games being developed for this new Spectrum.
E
19
AGK
WINDOW INTO
AppGameKit comes in 2 kinds: Classic
and Studio. With Studio they have reimagined
the user interface with an
all-in-one work space. You can now
quickly drag & drop assets to visualise
your scenes, code with AppGameKit
script, easily browse app media, run live
debugging sessions, access online help
and lots more! But we are going to be
looking at what AGK is capable of as a 3d
engine...
21
I couldn't resist, had to test how far we can push AGK polycount wise.
It's all about massaging the bottlenecks in my opinion, the engine can actually handle a lot.
The thing I love about AGK is that it gives the user so much control. We can optimize a lot of things.
Here is a quick bruteforce terrain test, 2 million polies at 1300FPS on a GTX1070. (I took out LOD, to
push polycount >:D )
Polycount fetched with GetPolygonsDrawn(), should be accurate.
This could be quite a bit faster, but I also bruteforced texturing and fillrate with non-LODded 4K
textures and per pixel realtime lighting. (really wanted to see how much AGK can handle)
22
With the right eye, thought and
some amazing talent. GaborD
shows what is possible
23
24
25
AGK Realtime 3d
GaborD
SO WHAT IS
It’s an easy to learn game development
engine, ideal for Beginners, Hobbyists &
Indie developers. It solves many problems
caused by mobile device fragmentation. With
it you can code your game once and then
deploy it to multiple platforms, mobile and
desktop. Different resolutions and input
systems are all easily handled by it.
3D, Augmented Reality, 2D Sprites, and even VR are
all here, able to be included in your end result.
You can drag and drop in the same sort of way that
both Unity and Unreal function, or just code it out.
There are several hundred commands included
within coverig everything from sound, to graphics
2d and 3d. Just take a look at the work by GaborD
to appreciate what you could do using AGK’s 3d
commands and a bit of skill.
AGK is being constantly updated and there are new
features being added all the time, plus a very active
community that is not going anywhere anytime
soon.
Features include a new asset browser, inbuilt
debugging and profiling and not forgetting write
once and export to many platforms including
MACOS, Windows, Linux, IOS and android!
27
29
FROM DUST
Join johnno56 as he searches
the 70’s for computer relics...
The very first computer that I owned was a kit
that was advertised in "Electronics Australia". I
think it was back in 1979. It was the Dream
6800 chip-8. This one was special because it
was my first "kit" that I had ever built. It had
1K of RAM, a HEX keypad, a speaker and a
cassette tape interface.
After building it, I then plugged it into the RF
socket of a TV... Spent the next 45 minutes
keying in a simple "hit the moving target"
game... This was done several times as the
listing was a photocopy of a photocopy...
Editing the program was not possible. There
were no error messages. After, I think the
third time of keying in the whole listing, the
game ran. Saved it on cassette. Then proudly "showed off" the game to
my wife of 1 year... and was presented with, "Is that all it can do?".
"Soul Crushing" would be putting it lightly. I think I only keyed in one
other chip 8 game and the machine was "relegated" to storage...
Two years later I then attempted another
computer kit. The Dick Smith Super 80. A
Zilog Z80 machine with 16K of ram with a 32
x 16 text only display via the RF input of a
TV. Almost $300 dollars later and some
hours of soldering further along, the TV
displayed a blinking cursor and waited for
some input. I chose to have the Basic
interpreter on EPROM and recycled the
casstte from my previous machine for the
storage of programs.
My wife was a little more impressed... not much more... but a little.
This machine was special because it had a proper keyboard (keys had to be
mounted directly onto the PCB) and it was faster and could do much more than my
previous 1K machine... and it worked on the first power up!!
My only mistake was not shelling out the extra $50 for the metal case.
The computer "lived" on top of the television set mainly because of having short
leads...
Did you know that "dusters" can get "caught" on some of the motherboard
components? The energy stored in the motion of said duster, can be instantly
transferred to the motherboard, then propel said motherboard off the television and
bounce, with a sickening "crunch", off the floorboards below...
I was good with a soldering iron, but not 'that' good. The 'crack' went through both
the upper AND lower sides of the motherboard. This machine would be my last kit.
Closing point: It was "not" me who did the dusting...
TO DUST
READY.. SET...
Atari Pole Position – arcade game. Pumping 20 pence pieces
into this trend setter at Cowdenbeath Technical College 32
years ago is the first recollections of a decent racing game.
17
16
Lotus Turbo Esprit – Grand
Theft Auto for the eighties.
15
13
14
is Indy 500,
another Amiga
title. Again, the
physics on this
exceptionally low
poly game were
great and some of
the smashes that
could result by
pushing it just
that little bit too
much were
something else.
GO !!!
Join
3DzForMe on his Grand Prix
through his favorite racing games
31
Geoff Crammond's
Grand Prix on the
Amiga 1200. Fantastic
physics for the time –
the book accompanying
the game was well put
together and helped
with the feeling of
immersion, for all the
graphics were some
way of the eye candy
we have by today's
standards. Oh the
hours spent perfecting
lap times – I think it
had replays!
Stunt-Car Racer. Hooking up two Amigas with a Null modem cable –
racing with a pal at home had never been so much fun!
Put put of the engine, drop onto the track and off you go.
I've enjoyed many a console and
computer game through the
decades. From pumping 20 pence
pieces into Atari's Pole Position
some 30 years ago when at college,
to the fun of playing Paperboy with
controls of a bike's handlebars, to
role playing games ranging from
Never Winter Nights, Age of
Empires, Command and Conquer,
Lemmings and various incarnations
of a little known game which had
shouts of 'Hey...... its a me, Mario!'
My appeal for driving games even
seen me playing around in Blitz3D
with articulated trucks with ducks
on top driving around Mario Kart
Fort Block-esque structures
(rendered by yours truly). Moved
onto having a car in the back of the
trailer KITT (aka Knight Rider) car
style – you could drop down the tail
gate and drive the car out – I know –
its crazy what can be achieved with
Blitz3D and JV-ODE, one great
physics library.
As I've got older, the one gaming
genre which has kept me coming
back for more is racing games. I'm
going to touch upon my top 17
driving games (it was going to be 10
– there were just so many games I
could not omit from the list though!)
through the decades, finishing off
with the one which is currently
eating up maybe 2-4 hours of my
week at the moment. Yeah, it
doesn't seem like much but other
life stuff happens these days. So,
the games within this article I had
the benefit of playing / owning. One
thing that struck me whilst collating
images for this is the large amount
of other driving games available that
I was simply unaware of. Anyhow, I
digress without further adieu – the
list – the majority of which I
own/have owned (excepting the
arcade machines).
32
12
Top Gear Rally N64 style cartridge fun
11
Power Drift (Amiga):
game – this was ahea
it was trying to achie
awesome multi-level
height to be gained a
Driver. Fab to look at but a nightmare to play.
9
33
Roller Coaster esque racing
d of its time regarding what
ve graphically – nonetheless,
fun with some serious
round the varying tracks.
10
Lucky for some – Super Skid Marks on the Amiga.
The home computer edition of potentially the
first multiplayer arcade racing game with up to 4
steering wheels!
8
CodeMasters
Touring Car
Racing (PS 2) This
is where
codemasters
really started to
show their mettle
regarding what
they could do
with limited
hardware and an
exceptionally
gifted set of
software
engineers.
34
7
Viper Racing on the PC: One
of the first games with
seemingly 'Rolling Hills' to
race through. This was my
first decent simulation style
racing game that allowed
you to tweak a whole
manner of set up options.
Not that I'm one for too
much choice in that way,
generally speaking its good
to get a good set up , but
any more than 5 mins its a
case of – jeez, I just wanna
race the blooming car.
Project Gotham Racing 2 on Xbox. I picked my Xbox up for 30 quid second hand as a treat
for completing my HNC in business information technology back in 2009 – it came with two
controllers and numerous games (one of which was PGR). The PGR series of games got some
serious gameplay – PGR2 stands out though as setting some arcade style gaming fun.
6
4
35
5
Gran Turismo 4 on
Playstation 2. I picked up a
book Gran Turismo 4 –
Driving the game for £1 in a
book shop in a Glasgow
shopping centre. It makes
for a fascinating read on the
effort expended by the
development team to
produce a polished product
like Gran Tourismo. The lack
of destruction to the cars is
what put me off this game,
nevertheless, many a happy
hour racing was spent in
GT4 on the PS2.
Forza Horizon (Xbox 360): This
game had bouncing tunes and
the cake didn't seem to be over
egged. The (second hand) copy I
picked up came in a steel case,
on of only two games I posses in
metal cases.
3
Project Cars 2: The level of detail
in this game is outstanding. From
the way you can modify the
difficulty of the AI (ability,
aggression, restarts allowed) to
the fact there is no 'rewind'. I've
just started racing in a 600 brake
horse power Ford Capri. Its the
first racing game where you need
to 'back off' on the level off
accelerator you're applying in the
lower revs – or else you find you
are tail spinning down the track.
Having had a Ford Sierra and a
200SX in the real world – I can
appreciate how this is possible in
an old Capri.
1
Grid II Autoworld –
the destruction
physics on this
game are
stupendously
good and the
feeling of
immersion is just
awesome. Provides
you with a limited
number of
rewinds. I've a side
project to set this
up in the mobile
man cave – it
might have to wait
until the spring
though!
2
The Future of Car and Racing Simulation
37
Flat Out Ultimate Carnage
(Xbox360) – This game has
the most outstanding
destruction engine – there
seemed to be something
lost on the jump by
bugbear studios from the
Xbox360 platform to the
Xbox One. Just goes to
show, better graphics
doesn't necessarily bring
better game play. Just
looking at this screen grab
has got me to thinking
about digging the game
out. Might even make Flat
Out Ultimate carnage my
new Tuesday night treat.
All I need to do is to make
sure the Xbox 360 is hookable
up-able. Perhaps I'll
make the first week of the
month arcade style games,
then on the even weeks
make them more
simulation games. Who'd
have thought it – my new
years resolution is planning
more gameplay.
Where can they go from here? Better graphics does not
necessarily correlate with better gameplay. The various
VR games must have a good degree of immersion via
either the Oculus Rift, HTC Vive or the Playstation VR).
Somewhat surprisingly, Microsoft are late to the VR
party regarding consoles, correction – they're not even
at the party! Sony clearly have one-up here. So, my
research has revealed that the following titles worthy of
your consideration if considering a VR driving
experience are:
Assetto Corsa (HTC Vive), Project Cars 2 (PS 4), Drive
Club VR(PS 2), Dirt Rally VR (PS 4) and..... Grid Autosport
is available on Oculus Go! So, in order to play Grid
Autosport in Virtual Reality headgear, as of the 30 Nov
19, you will be looking at roughly an outlay of :-
Oculus Go 64GByte: £149
£399
Oculus Quest 64GByte:
I'll settle for my big telly – at least until the new year
sales!
38
MISSING IN
Have you seen this computer?
It was confirmed today (by Tina - The
Cleaner) that both the computer formally
known as 'Beryl' and the corresponding
article have gone missing!
An incident room has been set up and
persons of interest have been contacted, but
so far there has been no known sighting of
‘Beryl’.
Chief Detective Fang has further stated that
a number of cartridges and a 'diskette drive'
have also gone missing. possibly pertaining
to both 'Beryl' and the accompanying article.
The owner: a Mr Qube, has been extremely
helpful and a reward is being considdered.
Mr Qube has previously stated that both he
and 'Beryl' were very close and our thoughts
are with him and his family at this stressful
time.
If you have any knowledge or details about
the whereabouts, hereabouts, or layabouts
responsible for this theft, please do not
hesitate to contact Detective Fang at
SyntaxBomb Investigations.
ACTION...
39
40
IT’S YOUR
TURN
SANTA
Another year and another
solitaire game to play !
We’re going to let revills
tell you all about it...
41
Another year, another
solitaire game! Building
from our previous solitaire
games we enhanced the
game engine to include 3
solitaire types:
* One Up, One Down
* Pair Match
* Sum of 14
We have gone back to what
made solitaire solitaire!
Instead of objectives per
hand, it is all about
removing cards.
42
We have gone back to what made
solitaire solitaire! Instead of
objectives per hand, it is all about
removing cards.
And taking inspiration from
Shadowhand, we have included a
snowball fight card game in which
Santa will do battle with Krampus
and his army of teddy bears!
Coded in the classic BlitzMax
programming language which has
been rock solid for years, Santa's
Christmas Solitaire 2 is going to
be released on major casual game
portals (Big Fish Games,
GameHouse etc) and Steam!
So if this is your sort of thing? Pop along to steam and get it now!
https://store.steampowered.com/app/1202710/Santas_Christmas_Solitaire_2/
43
44
THE
DESPERATELY SEEKING
AMERICAN
The once mighty Commodore:
From humble beginnings to
eventual demise.
There isn't much that can
be added to their story,
but lets try... It was Jack
Tramiel who created
Commodore, bought MOS
technologies and their
6502 CPU and distributed
them at a very low price
thus giving birth to the
Apple and BBC Micro.
After acquiring MOS
Technology Jack gave
designers six months to
build a computer. The
"Personal Electronic
Transactior," or PET was
announced in 1976 and
first shown at the
Consumer Electronics
Show in June of 1977. It
came with either a 4K or
8K memory, built-in green
video monitor, tape deck
and the keyboard was built
like a Commodore
calculator. It was an
instant winner and Tramiel
doubled the price and
introduced the PET into the
United
Kingdom and
Europe.
Within a
short time
45
Commodore
had rounded-up 80% of
the market overseas.
In 1978, MOS Technology
developed the Video Interface
Chip, or VIC which could
display on a color monitor or
color TV. But the VIC chip
didn't sell because the price
of color displays.
Two
years
later, Apple
and Atari had color
computers, and Commodore
had none so Jack Tramiel
suddenly announced that he
wanted to market a color
computer right away, and he
wanted to retail it for $300!
Introduced in January 1981, at
the Winter Consumer
Electronics Show (CES) in Las
Vegas , the VIC-20 was a big
success. The press very
favourably compared it to the
new TI-99/4 and the Atari
400 computers. One very
important thing about the
VIC-20 was that its expansion
gave birth to the most
popular computer ever built:
the Commodore 64.
46
The Commodore 64 had 16 colors in place
of the eight on the VIC-20. It had a 40-
column screen rather than 22. It had a
music synthesiser chip (SID chip) and
easy-to-use graphics called Sprites, and it
could use all the VIC-20 peripherals. Most
of all, it had 64K of RAM at a time when
Apple had a maximum of 48K. It went on
sale to computer store dealers for $595,
and a few months later was reduced to
$400 in other stores across the US.
With Sinclair dominant in the UK and
Commodore over the US the battle lines
were drawn. Playgrounds everywhere were
full of "mines better than yours" and other
companies such as Atari and Texas
Instruments were getting heavy in the
markets on price. The blood was flowing
all over the home computer industry.
Commodore's costs were so low that even
at the depressed prices they
actually made money on
their computers. However,
Texas Instruments was
losing $100 million in a
quarter, and things were not
getting better. Texas
Instruments' president
resigned, and the company
quit the home computer
business after taking
enormous losses. During the
summer of 1983, Commodore
announced the totally unexpected
resignation of Jack Tramiel. The
industry was shocked; there had
been little indication that Jack was
that unhappy with conditions at
Commodore.
After a succession of CEOs and
(revolving door) executives in its
executive suite. The C-64, in
various versions (including the
upgraded C-128), had lasted for
more than ten years. Their
numbers alone make them the
most popular computer ever built.
Commodore had one last success:
The Amiga; a 16-bit machine
developed by the Lorrane Amiga
company!
47
DELUX PAINT
Arguably one of the most important pieces of
graphics software for the Amiga or any machine
of this era. Delux Paint or DPaint was created
by Dan Silva for Electronic Arts, and was what
many call a “pixel editor”. It dealt with the
individual pixels and allowed the user to use set
the screen mode used and the colours. You could
directly “paint” on the screen using the available
tools, change the colour and generally mess
about to your hearts content years before
Photoshop became the ultimate winner.
Virtually all games had DPaint graphics and color
cycling was an amazing discovery that allowed for
some amazing animations for smoke, water, etc
all without an avi or film strip of pictures!
Most famous for the image of King Tut used in
the Amiga demonstrations and also favoured by
Andy Warhol
and for
introducing
Lightwave 3d
graphics to TV
providing all the
space shots and
effects for
"Babylon 5".
BUY THE CARTRIDGE
A cartridge is a piece of electronics
which plugs into the expansion port
on the C64, adding extra memory
and/or special hardware to the
system. This provides a convenient
alternative to comparatively slow and
error-prone floppies and tapes: Plug
it in, turn it on, and the
software/hardware add-on is ready
to use right away.
PLAY THE FILM
With tie-ins galore, you could
always play your favourite film
or tv show in game form...
49
WHAT’S IN THE BOX?
The first thing you notice (like all older 8bit computers) is how neat and tidy the board is. CPU, memory
and a few custom chips to handle the graphics. very nice simplicity to the board. Unlike the Spectrum
which went for minimal cost, the C64 has lots of nice connectors including inbuilt joystick ports, sound
output and a cartridge slot. Custom chips were deriggour for Commodore - they liked the MOS CPU they
bought the company!
Greetings
51
from Matty
and Merry
Christmas
Over the time I've been with
Syntaxbomb I've also been
improving my artistic skills
which comes in handy for the
games we create on this site.
My art journey really began in
mid 2016 with pencil. I was
given a Wacom tablet in
Christmas 2016 (thanks
Mum), which has been a
useful tool to learn with.
I've been trying a variety of
techniques including painting
over pencil drawings, tracing
over photos and colouring as
well as simply painting free
hand from a reference with
the tablet.
52
53
In the case of the more complex images,
such as the knight and water woman, I
typically combine a host of references into
an arrangement and then paint over them.
54
Some of my im
as well - such
against the vi
ages relate to mental health
as the knight facing off
sualisation of inner demons.
55
With the skills
acquired I enjoy
creating my own 2d
graphics for the
games I create more
recently. And the goal
is to keep improving
day by day.
If you look at the
progress on my
website from 2016
until 2019 you can see
that with practice,
regular practice, the
quality of pictures
produced grows.
I'm still many miles
from the level of skill
I'd like to reach, but
the improvement is
obvious.
56
Sound
in the
80s
Either love it or hate it. You
just can’t ignore the sound
that made the 80’s.
With pumping basslines, synthetic drum sounds from
Simmons arpeggios from Roland and the mighty
Fairlight breathy samples: the 80’s had excess both in
fashion and sound in abundance. We’re going to take
a (very) random look at the big hitters and the big
artists that help make the 80’s the amazing (or
diabolical) place it was.
Starting off with some gender-bending culture clash;
no pop program would be complete without the
multicolored hexagonal Simmons drums. Classically
electronic their sound can be heard all over Culture
Club, with harsh snares, power bass and the
crasssshhhhh. Simmons Drums are everywhere in the
80’s
Next up is the elusive LinnDrum: the first real drum
sound computer made famous by Prince starting
with Purple Rain and through his entire career.
Just throw on “When Doves Cry”. That’s the
LinnDrum, that is... Now you can hear it
everywhere. That knocking, that cow bell
those dark pitched sounds.
First analogue then digital and now back
to Analogue. This time with the Seminal Roland
Jupiter 8. This flagship synth provided Van Halen with
“Jump”, Duran Duran with that amazing opening
from Rio and more. It’s lush, it’s smooth and
it looks fab on-screen. You want one? You
can’t afford one!
57
And now we move truely into digital with the crystal
perfection that is the Yamaha DX7. It used a new fangled
method called FM to produce pure clear digital goodness. It was
used by everyone, but can be heard throughout “I Wanna Dance with
(Somebody Who Loves Me)” by Whitney Houston, Enya, Tina
Turners’ “What’s Love Got to Do With it”. If it sounds like cut glass -
Bells, piano, screeching violins and cutting bass guitars. You can bet
your life it’s a DX7. “Bring on the Dancing Girls” Nik! Cut one in half
and you’ll find ‘Miami Vice’ written in it! An absolute horror to
program, no knobs, just a lot of buttons and sin waves and
frequency modulation parameters. But boy, those stock sounds are
all over the 80’s and 90’s.
And finally we come to the mighty Fairlight CMI, not just an
instrument, a computer. And not just a single computer, but loads
of them all housed in that great big box with a TV on it! The CMI
stands for Computer Music Instrument. It came in four exotic
versions: I (which brought that greenscreen and lightpen), II (which
brought the infamous Page R sequencer), IIx (that introduced MIDI
to the world), and the mighty III (with a CPU for each voice and more
besides). Created in 1977 and released in 1979, If eveything before
was shades of black the Fairlight was white! It cost more than your
nans’ house and yours put together and brought ‘Sampling’ to
everyones ears. Made famous by Kate Bush (think of the glass
sounds in Babooshka, and Army Dreamers all of “The Hounds Of
Love” album), Sledghammer by Peter Gabrial (his brother even sold
them. Fairlights not hammers!), Everything by
“The Art of Noise”, “Propaganda”, “Frankie
Goes To Hollywood”, “OMD”. The list goes on
and on and on. If you want famous sounds
then just think of a breathy unnatural voice or
THAT orchestral stab. Oh, and the entire
“Terminator 2” soundtrack - that’s the
Fairlight in full swing!
And there we have it. A quick trip down
memory lane. Did I mention 12” singles and
picture discs? ‘ Member them...
59
Who can forget Crash ?
Published in the grand heyday of computer magazines from
1984 to 1991, Crash started life with the Sinclair Spectrum. It
was created by Roger Kean, Oliver Frey and Franco Frey, and it
was immediately popular owing to the quality of writing and
distinctive (and occasionally controversial) artwork created by
Oliver Frey. By 1986 it had become the biggest-selling British
computer magazine with over 100,000 copies sold monthly.
Reviewers would give their direct opinions on whether a
game was good or not, regardless of advertising or any
pressure from software houses. And this gave Crash a
superb reputation and industry influence.
Unfortunately all great things come to an end.
And with mounting pressure from other
magazines and the slow decline in home
computers. Crash eventually closed it’s doors
in 1992.
Every town, cafe and seaside resort had
them, with neon lights, strange smells
and damp sticky carpets. Here, the arcade
was king! IWasAdam peeks into history...
If you are of a certain age you will remember
shoveling coins into their hungry slots. Your
only reward: a fenzied burst of activity as you
strive to get that elusive high score. Maybe it
was family camping holiday that introduced you
to the likes of “Centipede”, “Galaxians” and
“Frogger”? Or was it that two day travelling fair
with their boxed off bootlegs, modified
gameplay and vomit inducing colors mixed with
the smell of candyfloss and axel grease. I’m on
the Waltzer feeling sick and nearly horizontal
and hearing Depeche Mode on the tannoy! And
not forgetting the mini-arcade - where the
local chip shop has “Pong”
and “Scramble”. It’s free to
get in but for every 4 spotty
oiks you must have at least
one bag of chips or a
battered sausage!
And who can forget the immortal high-score table? With the
usual ‘DIV’ and ‘BAM’ sandwitched between ‘666’, ‘TIT’,
‘BUM’, and “FUK”! The hallowed Pinball machines were just a
quick test of skill and snide side-tilt bashing complete with
parka wearing moped gang. The video game actually allowed
you to leave your mark: WNK, CNT, GAY, XXX an all!
“
Just close your eyes
and then remember
“
61
Yes, the arcade
was a right of passage. For me it
started with “Asteroids” and “Space Invaders” at
a dive-cafe frequented by leather clad bikers (of all
varieties), but did a great lunch with buttered bread
and everything. I could only watch as they crowded
round these mystical machines beeping hooting and
thumping them with gusto as Gran wolfed down
beans and slurped tea from clear Pyrex cups and
chipped saucers!
But soon it was ‘The Penny Farthing” arcade and the
mind-bending “Gyrus” accompanied by a nonplussed
Gran stacked for the Backroom Bingo and
Penny Falls! Sunday afternoon was never the same
without a blast on “BattleZone” or “SpaceWar” and
the sound of beeps and crashing of coins.
Then my holiday money was eaten by the like of
“The Pit” and later I would be drawn into the
isometric wonder that was “Marble Madness”
complete with trackball that if handled too rough
would bite back and nip your hand! Oh the happy
days of beach chips, trailer tents and Snake ‘N’
Skidney pie. If you were really lucky you got to see
the Radio 1 Roadshow. Mine’s a Kajagoogoo,
possibly a Strawberry Switchblade and ingnore the
Flock of Seagulls - they will fly away soon...
And later it was the local pub with pool table, beer
garden and sit-down cocktail “Pheonix”. Why were
there so many bras and knickers nailed to the bar?
Everyone had their place and Sue had her 17th
Birthday there, even though she’d been going there
for at least the last 2 years! I got given a black
leather jacket (that was left) and had the best fun
with four people playing “Gauntlet”... “Red Wizard
needs food badly!” and “Trog”
It all feels so... “Since Yesterday”
DARK
&
DINGY
DELICIOUS
IT’S TIME FOR...
63
IS IT BACK
YET?
Following a successful Indiegogo
launch nearly 2 years ago. How far
has the fabled new Atari VCS come?
In short, no one really
knows. but here is what
we think we know at
Rumour Central...
The CPU has been
changed to the new
AMD Ryzen SOC R1000
and promises HD
playback and advanced
shaders, etc. Plus loads
of grunt when you need
it. but what will be done
with the grunt is not
really known.
The OS had been confirmed as
a version of Linux (Debian) and
some quarters are still
mentioning the ill-fated Ouya.
According to their blog, a
brand new front end has been
finalised being written in Unity,
thus providing the much
needed 3d box art display as
shown to initial backers.
We have pictures of the new
board, the plastic housing and
joy controllers, but again no
one has got their grubbies on
anything remotely 'real'
Behind the scenes there are
talks of lawsuits, firings and
walkouts, but who really knows
the truth.
This is Rumour Central signing
off and keeping my fingers
crossed for a new Atari x
66
I LOVE
Well, it was Christmas
morning 1987
I think, I was just a little chub,
all excited when I opened my
eyes, I got up, went down
stairs to see what Santa had
brought me. I walk into the
living room and it was magic,
presents everywhere (I do have four
brothers and one sister, so you can
imagine the scene), everyone was up, me mam
pointed out that I had to wait to open two presents
last… So, in my pile I went and plundered it for all it was
worth. Finally, I got to the last two, and cracked them open… I was
like “WOW”, yep, it was an Amstrad 464 CPC micro, I was stunned, it was
what I wanted, I’d seen them in the shops and in catalogues, but never did I
think I would get one in a million years, even that young I knew they were
expensive… What a morning! :)
I knew that the CPC came with a promotional pack, obviously it was advertised alongside the main
hardware, so naturally once it was all setup, I set myself away loading and playing the titles in there… And
this is what this article is about, me just having a quick look back at the games/apps I played from that
very special morning in 1987! :)
Harrier Attack
Obviously, being a little whipper snapper at the time, seeing a picture of fighter
jets on the cover, it was a knocky bet this was to be loaded up first. And well, I
was a happy little bunny, and not disappointed. Very arcadey in format, take off
from a carrier, shoot and bomb your way across an enemy island, obliterating a
city while your going… Then ACTUALLY LAND THE PLANE at the end… What
more do you want?
Yeah, it was pretty basic graphically, very basic sounds (No music) but back then,
that didn't matter, it was all about the imagination, and it worked well and I had
many hours of fun with Harrier Attack. There were a few things you picked up on
though while playing. First off, you could bomb the crap out of your carrier when
taking off… Always fun. Secondly, it didn't take long to realise that your
just fired rocket would follow you on the vertical if you moved the plane up
or down, so you could wipe out enemy jets pretty easily, unless of course, it
hit flack in the air. Most of the fun in the game was hitting the city though,
so you learnt to keep your bombs till that came into view, then when over
the top, you tore the place a new arse. Magic
All in all, this is one I’ll always fondly remember from that Christmas Day
morning. Now as an adult [lol], I still play it on occasion, but it doesn't quite
hold my attention for very long as it used to back then, but, I cannot blame
the game for that. Its not the best game in the promotional pack, far from
it, but, like I said, it was my first micro computer game I ever played, and
that still means something till this day!
67
D MY
Animal Vegetable Mineral
Not really a game, sorta educational in some respects, let me explain… The idea behind
Animal Vegetable Mineral is for the user to “teach” the computer to guess the right word
after it asks a few questions. Now, that's all well and good, but, like, I never really
understood the point of it even back then, even when I was little, because I was the one
pumping the thing with questions and answers, and, I was hardly surprised when it
would churn out the right answer after it asked the questions I gave it, which I answered
because I know what the answers are because I… Never mind!!!
Anyway, yeah, it was a text based application so not very exciting to look at, you could
save the data you were putting in and reload it later, but, I had no reason to do so,
maybe in a class room this would have been better suited, it got used once, then put
back in its cassette case and we never spoke of that thing again… Until now!
Timeman One
Another educational one from Amsoft, which, I only
loaded up the once for a peek. As you can guess, the
premise behind this one is to teach kids the time, this is
achieved by playing little setting/reading the time games,
when playing, if you get any timing whatsits correct, a
little bloke climbs up the ladder while the big arsed
emoticon pops a smile, get it wrong, and said emoticon
goes all sad on you and you drop down the ladder. Once
you get to the top, it belts out a jaunty little jingle, geezer
does a little jig and you get a flag and rinse repeat. So,
not the best, I can see the point of it (More then Animal
Vegetable Mineral), does what it says on the tin and I
reckon kids would of learnt to tell the time using this.
Replay value if you can tell the time? Absolutely none!
Oh Mummy
A maze game that isn't
very mazey really, but,
actually quite good
back then and another one
that I used to play a lot
when I got my CPC. The
basic premise was that you
walked around the pyramid
floor being chased by
mummy’s. If you walked all
the way around a room on
the floor you would open
up the item contained in
that room. These items
contained stuff like a key, a
tombstone, scroll or even
another baddie mummy.
You could keep track of
where you hadn't been on
the level pretty easily, as
when walking on new
areas, you’d leave foot
prints on the ground, a bit
like an inverted Pacman
setup really. To exit the
level you needed to find a
key and tombstone in the
rooms. The
scroll let you
wipe a
mummy out
by running
into it.
Graphical
wise, again,
basic but it
all works very
nice, the
sound is
pretty good,
nice little effects and we
have music here too, which
is a nice rendition of “The
Streets of Cairo”, which
becomes a little bit of an
ear worm after a while! :D
68
Sultan's Maze
the patience to wait
for every turn for
the scene to be
drawn, I cannot be
chewed to have to
find a jewel, then
head back and
dump it at Hampton
Palace, rinse repeat
because you literally
could only carry one
jewel at a time, and
it just made it a
sheer boreslog!
This one holds a few conundrums for me. For one, the
cover art shows you being chased by a werewolf style
monster, in game, its a ghost, and two, I’m torn with it…
Without going deep into the plot, your in a maze, there’s
jewels you need to pick up, there's a ghost chasing you,
and as you can see, this is all in primitive 3D. Sounds
lovely, but, it really bores the shite out of me when I play
it. I really want to like it because this thing does 3D, and
makes a half decent job creating a 3D world, like, this was
1984, and written in BASIC, running on an interpreter… I
am amazed (No pun intended) on the technical level, its
great, I can really really appreciate what it is, yet, I haven't
I know people liked
this, I know people
played it a lot, I’m
defo not one of
them people mind,
not my type of
game, even though, I can
see the brilliance behind it!
Xanagrams
Another educational game,
about the best of the
educational bunch here. It’s
basically a cross between a
crossword, and, well, an
anagram word finder. You
basically are told the letters
of the words, and then you
have to place each letter in
the correct place for points,
get a guess wrong, and you
lose a few points. Complete
the Xanagram and you get
a nice little jingle for your
efforts. Not much to go on
otherwise, theres no clues
at the start so the first few
tries are sheer luck really
until you hit a few letters.
Cute little spelling game
with settings for young and
old. Nothing really to add
to it really, for a basic
puzzle game, you could
waste 15 minutes in it
easily enough I suppose.
Do I still play it?
Nahhhhhhh
The Galactic Plague
We all love Space Invaders, it defined so much
all them years ago, and as soon as I saw the
tape cover of this, I was like “Ohhhh, its a
Space Invaders game!”. In it went into the tape
deck, loaded up, and I set myself away… Sadly,
its not a Space Invaders clone, but in some
ways, its a little better, for one, the bugger is
hard, you really need to remember the
patterns of the enemies hurtling towards you,
because they come from all angles, honestly, if
you can picture the scene where a pack of
dogs go completely crackers running about the
house, while shooting doggy chocolate drops
at you, and all the while you’ve got to dodge
them, and the chocco drops, and as you
manage to get the numbers down, the remainder ones go
faster and faster… You’ve got level 1 of The Galactic
Plague, lol!
Seriously, your
lives are gone in
a crack, and
your sitting
there like “Bloody hell, what happened there?”, the game
area itself isn't very big, there's no bases to hide behind,
once your playing, your in… And I like that in a game,
some may think its an inferior clone of Space Invaders,
but, it doesn't pretend to be, it is different, and in the
most part, its just a straight up shooter that I like!
The graphics again, are okay, not breathtaking, but, they
do, and the sound is minimal, basic shooty shooty
sounds, explosions and what not… Bit of a shame, but, it
is what it is!
For a freebie, you cannot
complain, I play this still, cannot
remember what my highest level
is… But it’s always a battle…
And for me, that's the point,
and why I loved old games back
in the day, no cotton wool to
be wrapped up in… A game
would really try to beat you!
69
Roland On The Ropes
If your an ex-Amstrad
owner, you know the
Roland character, he was
the Amstrad CPC’s main
mascot, and featured in a
variety of
games.
Roland On
The Ropes
is one of
them and
is a big
fluffy
looking
jaunt of a
maze
adventure. You start off at
the bottom of the level and
you have to make your way
to the top climbing up
ropes, dodging enemies
and collecting stuff, once
you reach the top, your
FREEEEEEE!!!!
Nice little
idea of a
game,
graphics
are nice,
but, the
downfall
here is
they are
flickery,
the
scrolling is
a bit juddery, and because
of this, the controls of
Roland are a bit, well,
blocky if you get me. It
makes dodging enemies a
pain, and in the most part,
you cannot escape some of
them, like, trying to jump
over rats, they are nearly
impossible to dodge. This
makes the game a real
pain, and as such, spoils it,
but, I’m guessing it’s
because the developers
never really had a handle
on the hardware and the
tricks used for smooth
scrolling weren't thought
of, so you can let them off.
The sound is okay, nice
little tune on the menu
screen, but in game,
nothing much then a
bopping noise when
walking, a shooting sound
and
what
not.
I don't
play this
at all, its
just too
stifled to
persevere
with in the
controls department, so
yeah, looks nice, but, a
little bit ahead of its time in
what it was trying to
achieve, 10/10 for trying
though for the developers,
they had a go, and you
cannot knock them for
that!
Rolands BACK!!!!
This time, he’s
in the future,
and landed on a
strange planet in
his spaceship.
To help him
explore the
place, he turns
himself into a
flea! Yep, thats
basically why Roland is the
character he is, and, as you
can guess, he’s got himself
into a bit of bother and
rolled into a cave, which
you have to get out of.
Like Roland On The Ropes,
you start at the bottom of
the level, and have to get
to the exit at the top. You
achieve this by jumping
Roland In The Caves
diagonally to the left and
right, landing on platforms
as you go up, hoping not to
land on a fire pit when you
smack a wall and fall down,
you also have to outwit a
flea eating dragon thing
that chases you throughout
the level.
I actually like this game
me, its one of them I could
just while away a good
hour or so playing it, the
graphics are okay, the big
fat funky choon on the
menu screen is well done,
sound effects only in-game
but they work nice and
bring that springy feel to
the jumping mechanism.
The only draw is that when
you complete the level, the
next level is the same
layout, only slightly more
difficult (More fire pits
really), it would have been
great if they mixed it up a
bit, or made a little editor
for it, but, never mind..
This is one I do enjoy going
back to, it is probably my
favourite game overall
really from the promotional
pack.
There is a little fact I’ll
finish with, this game
wasnt Amstrad only, it was
released on other systems,
its actually called Bugaboo
(The Flea) and then just
plain old La Pulga
[Spanish], it was never
meant to be a Roland game
really, hence why Amsoft
devised a weird plot to
paper over that fact! :D
IT’S SAFE TO GET IN THE WATER
Bridge-It
Right, I’ll cut to the chase,
the upside of the game is
that the graphics look nice
and colourful… The
downside is, Bridge-It is
actually a game where the
whole point of it is to put
it’s cassette in the tape
deck, load it up, realise in
about 40 seconds its a pile
of crap, reset your
Amstrad, take the tape
out and sellotape over the
recording holes on top of
the cassette and save
something decent on it,
like maybe the following
BASIC program
10 PRINT “Hello There”
20 GOTO 10
Was shite… Still shite!!! :P
Easi-Amsword
The only serious
application in the pack,
and as you can guess, its a
word processor. I’ll be
honest, I never used it, I
loaded it up, created a new
document, typed some
text, reset the CPC and
loaded up a game. I can’t
comment on how good this
was, it was just there. In
later years though, like
years and years, I did use a
one called Protext in
conjunction with Maxam (A
Z80 assembler), and that
was really good. And as
another little fact,
LibreWriter, which is the
well known open source
word processor I’m writing
this on, has roots to the
Amstrad CPC as another
Amstrad word processor
called Star-Writer is an
ancestor of it… You learn
something new every day!
;)
71
Fruit Machine
You may think the image is a screenie from NBA
2K20, but, alas, you’ll be wrong. This is Fruit
Machine, and it was actually a bit of a favourite in
my house, especially for me mam, lol, I’d get in
from school and noticed she’s had the tape in the
Amstrad, bless her, she likes a little gamble and all
that, bingo and what not. And yeah, you won no
actual money obviously, but, as a fruit machine
game, it was good, really good. You had the lot in there,
holds, nudges, gambles and winspins.
The visuals were decent enough for a bandit game, but
what drove it was the sound
effects… From the clunk clunk clunk
of the reels, the exciting loop of the
gamble feature, with rising pitch
when you got further and further up
the gambling ladder, to the all out
mental mode your CPC went into
when you dropped the jackpot…
The sound setup was really clever if
you ask me. I’ve never known the
jackpot drop in straight off a spin,
usually that could only be won by
either nudges or gambles. When it
came to nudges,
you could cheat
a little as the
fruit order on
each reel was
inside the tape cover, sneaky! It was
all packaged together nice and a good
bit of fun for literally everyone, oh,
and no micro transactions needed to
play it either! :P
Do I still play this… Of course I do.
There’s something quite therapeutic
getting the jackpot and watching your
CPC go into an all out seizure! ;)
And there we go… The whole round-up, what a ride it was, and it was nice revisiting these
games/apps, especially the ones I haven't touched for, well, 32 years! Even them brought a nice
feeling of nostalgia now looking back at them, which is nice. All in all this was a great collection of
free software for users to start off with on the CPC, there can be no complaints at all really, apart
from Bridge-It, lol, can you tell I truly hate that game or what! :D
So with that, I thank you for reading my little piece here, I hope you enjoyed it as much as I did
writing it… Tara for now! :) Dabz
72
IT survived the year
2000 bug. And a
young DERRON
decided to “just
remake” a certain
game.
As a teenager I played a lot of sessions of Mad TV on our aging
personal computer. Loosing in Civilization 1 (and 2) against my
way older brother or father I had to choose this to have at least a
chance. And I was a movie maniac, so the decision fell to this
game classic about being the program director of a broadcasting
channel. Created in Germany it was a mix of (German) humour
and economical simulation. That the game was not famous or
too well-known outside of German- speaking countries, was
nothing I was concerned of at that time. Honestly, this is a pity
as the game is pretty amazing and not as hectic as the classic
Running a website about reviewing freeware games (at
the end I played >1,000 games) allowed me to be in
contact with interested users via our forums. People
became excited about the idea of remaking Mad TV.
Ideas were posted and wishes written daily. I checked
out on how to access DirectX via Delphi and found the
“omega” components which allowed drawing stuff on
a Window. Yes! Game almost finished!
So first things first was of
course to create some graphics.
I was still a heavy user of „Paint
Shop Pro 5“ that time as it was a
full version provided on a cover disc
of a German magazine. I pixel
painted the building in which the
game takes place, did some early
revisions of the player figures and
other elements. First background
music (a cover of the Mad TV game)
was done by some user and so in
April 2002 I published the “Tech
demo 7” to the forum users. There
was almost no interaction possible.
You were able to enter the elevator
and the elevator moved to the target
floor you just had chosen before.
THE GRAPHICS
FROM C TO BLITZMAX
As I already encountered some issues
in how to progress with my code I
happily agreed to learn C and become
more the coordinator and graphic artist
of the game. Months flew by and as a
lot C coders sooner or later my fellow
team comrade encountered memory
leaks and decided to jump on a
language he found: BlitzBasic – and
then, when BlitzMax approached, he
switched to it.
In 2004 we
attended the
“DUSmania“ (an
event for “indie
coders” albeit it
was not named
that way this time).
People liked what
they saw but such
motivational
events did not help
to keep up interest
of our coder. When personal life for him
changed (finishing his studies) it was
time to move on – and for me, to dive
into BlitzMax programming.
Adding little features which just made
stuff work was achieved pretty fast. I
asked a lot of questions in the BlitzMax
forums (under the user name of my
former coder colleague from across the
other side of Germany). Made a lot of
mistakes, tried out stuff and developed
auxiliary tools like a web based
editor for our game data.
73
Just around this time another user of our
forums approached to me and presented
a little demo he wrote in C.
Development progressed and many
game functions got added. Enough to
reach more than 1000 users for our
releases. Let me clarify: the game was
far from complete. It just offered some
basic game-play but it provided what the
original Mad TV was not able to provide
so easily (except with some hacks):
current movies, series, other
advertisements and custom news to
broadcast. People were able to open
some TXT files
and edit to their
likes.
That time I read a
lot about legal
issues (I was
“cease and
desisted” for a
Dutch freeware
game on my
freeware website
just before). An
employer of a unnamed company came
to me warning that “Gigant” is
something the company JoWood
registered now and no game will be
allowed to use “Gigant” in the title now.
They had the games “Industriegigant”
and others – so I was afraid of having to
pay a lot more money once my game
became more popular. New names
were discussed and at the end the
community and I decided to name it
TVTower, it even added a bit more
international flair.
74
BUGS AND BEASTIES
But then more and more little annoyances, limitations and bugs were
reported. Functionality needed to get rewritten, breaking other
functions and so forth. If you are a self-taught coder, you were surely
putting your feet into the shiny glaring trap right ahead of you.
Fixing bugs and rewriting functions is what most of us would describe
as boring and so motivation declined more and more. Progress became slower and formerly
active people focused on other things.
“
Having hard-coded settings in your application hides a lot of trouble you else will have to face.
I left the secure haven of hard-coded stuff I was required to code some proper GUI elements.
People like to rename their player chars, to select from drop down lists and all the little basic
functionality people of today just expect. Using BlitzMax meant easy access to graphics, sound
and other important stuff. But it did not provide access to a game GUI fitting to what I planned.
While writing the GUI stuff and other game functions I was also coding helper
functions to allow manipulating graphics in software. There was no „Render to
texture“ functionality abstracting the bindings to DirectX and OpenGL, so I needed
to do certain stuff on raw pixel data. At the end I was able to replace all “gray”
parts of an image portion with a colorized version. So player figures were drawn in
gray across all parts requiring colorization and then I was able to tint it properly.
Elements which were to display in gray were not possible without a little hack: a
slight tint (adding 4 to the blue channel). Having a GUI consisting of many single
image textures made the performance drop on the older computers some
people used for TVTower. So I‘ve read about sprite atlases. BlitzMax did not
offer support for sprite atlases per-se but allowed rendering parts of an image.
I utilized this in a custom sprite class which also handled animation setups and
special drawing variants. Having written all the helper functions increased
performance quite a bit and the game even drew tinted assets back to the
sprite atlases.
Next to the graphical parts the game required some proper data storage for the
game data , and so we switched from regular TXT files to XML.
The game became more and more playable. A lot of the game core mechanics
were working. It felt really playable. A big important step then was that another
user approached to me ...
In 2007 another German fellow applied for coding the AI in Lua. I gladly
accepted especially as BlitzMax offered Lua support already. Just needed to
learn how to make the AI be able to access game information. Months passed
and the AI started to move around in the building and to do simple
program schedule planning. Things got more and more complex and a
lot of requests were created. Instead of extending the game play
functions I was again just coding internal stuff nobody except the AI
would ever see. People loose interest if stuff does not change for
months. And I cannot expect the players to keep waiting for the game
for years.
75
He had no
clue about
programming
So some years passed by us doing a lot of stuff
but still no finish line in sight. The AI coder
meanwhile became more and more experienced
with BlitzMax and coded amongst other things
the first sound manager revision and also a
pretty complex audience rating calculation
“
taking a lot of stuff like audience flow into
consideration. Thanks for this Manuel!. Together
we decided to release TVTower as Open
Source in 2014. He was not really liking the idea to give it away
in a too permissive license, so we restricted it in a way that any
commercial usage requires our permission (aka “ask first”).
Yet with the time he found out that his interests focus to different
stuff – and left the project for good. Another loss and another task
for me to take over. I was coding the engine functions, the game
functionality, was doing the graphics and now were also required
to dive into AI programming. I was glad to have externalized the
game data years before. People were able to adjust data.
Another colleague entered our forum some time before, and he
took over the position of to balance stuff or to at least structure
this process a bit. He had no clue about programming but wrote the first (lengthy) manual for the
game and wrote some game data. Yet he was one of the players who had certain requirements.
The Linux version required Pulse Audio – which he was not able to get installed on his Knoppix
distribution. So workarounds needed to get coded. Supporting other platforms became something I
needed to tackle. Compiling on a Hackintosh for Mac support, testing stuff in Virtual Machines
running different Windows versions,
running them on real hardware. Even different Linux distributions had different issues – most of the
times some “glibc” issues (on Manjaro for example). This is all stuff which made me often think
about ditching BlitzMax and moving on to a more current kit like Unity, Godot ...
But then I try them out and come back to BlitzMax. I tried writing games in different languages and
frameworks. Most of the time I am having this thought: “TVTower is the wrong game mechanic for
this kind of kits”. Writing an arcade game with Godot? Doable. Writing a plat-former with Unity?
Doable without holding breathe. But as soon as you have to leave the paved ways you will have to
make your hands dirty. Means you could keep using your grunt work kit – like BlitzMax.
76
So many years passed starting with the
decline of the original BlitzMax
development (and even two of his official
successors). I came into contact with our
SyntaxBomb.com fellow Brucey. We wrote
more than 4,000 mails since then (most
of them are of course stupid questions by
me ;D). He kept BlitzMax alive as BlitzMax
NG and I used my game to check for bugs
or missing backward xompatibilities. Some
code I used was not compatible with NG’s
capabilities to target 64 bit platforms so
what did Brucey do? He made them work.
Glad to have him next to me. He is a coding
beast which spotted so many issues in my
code. Helped me in so many cases I wonder
every day how he achieves what he does. A
pure one man show this Scotsman. So over
the years NG matured more and more which
allowed me to get rid of the old and no
longer supported BlitzMax. I was used to
compiling public releases with the old
version just to ensure it does not contain
bugs I was not aware of.
Since summer, I rewrote some internals of
my game. Why was this needed? My AI just
got more to do. Playing against 3 AI players
who do complex planning of their program
schedule, estimating audience ratings and
way more stuff, just lead to micro lags on
slower computers. I needed to split up
their tasks into micro tasks, so they could
optimize their schedule in multiple ticks
instead of one. Some users also
complained about mouse clicks getting
missed here and there. It is not that my code
was flawed – but the way BlitzMax
(polledInput.mod) works. If a computer had
micro lags, it received multiple mouse events
at right after each other: down, up, down, up.
With the in betweens being missed. If you ever
required proper single and double click
detection in BlitzMax and encountered micro
lags you would have suffered of it.
Having the plan to make my AI running
in threads was a nice chance for the
BlitzMax NG project to fix any issue
connected to it – and there were some.
Running the AI in threads means you do
no longer hand out every game event
directly to the AI. Events land on a
queue which the AI processes. Think
of command queues lockstep
multiplayer loops. This exposed some
bugs in the game code not being
prepared of being processed that
way. Decoupling action and reaction
is interesting but also error prone.
Next to thee issues another one
became apparent: the legacy
BlitzMax had a memory leak which
only happened when using
threaded AI. Users reported 2
Gigabytes of RAM being used after a while
– NG at the same time was happy to
occupy just 300 MB. I then decided to
finally leave legacy BlitzMax behind. There
was only one problem left: NG and my
used “maxmod2.mod” had trouble
creating 32 bit binaries. As some users
requested 32 bit Windows binaries, we
needed to tackle that too. So Brucey
finished a previously started module for
the SoLoud library. I wrapped my sound
manager around it – and this exposed
some bugs in the library itself. So
(mostly) Brucey and I tackled that too.
Now other BlitzMax NG users can easily
use streamed audio on the supported
platforms without having to change
more than two lines of code in their whole
project – and we could even extend to use
the 3D capabilities of SoLoud for our
purposes. The new audio module does
not require Pulse Audio to be installed on
Linux (but could use it via SDL). Nice
additional effect.
77
So what’s coming up next? The core game mechanics are in and for
now I add a lot of sugar on top to certain game aspects – simulators
for the song writers / musicians of a cast, they could go on tour,
have album chart placements and so on – stuff enabling content
creation without requiring the help of the community. And also
elements which allow affecting other parts of the game slightly.
Having a now famous star in a movie will increase chances to make
people watch our channel instead of the others. Little cog wheels
interlock more and more and it is nice to see the “magic” resulting
out of all these experiments. Nonetheless, I have to confess that
most players will never be aware of such extras. There is a weather
forecast to broadcast? Yes and what it broadcasts really happens (so
outside of the building it actually rains, snows and/or storms) – with
fewer people watching TV on warm sunny days or stormy days with
outages.
Chances to complete? With Brucey and NG being the backbone of
my 15-years-and-growing WIP game I am sure we can finish it
sooner or later. I just hope we all are still able to control a mouse
with our shaky hands then ;)
Want to see the game in action? Just open up youtube and check
“Let’s play TVTower” - have to confess almost all of them are
German even if there is a (incomplete)
English translation of interface
and game data.
OH PALETTES!
A
B
C
D
Ello! I'm Berk, overworked
minion of ole grumpypants
Qube. I've taken a
quick five minutes off
from popping his various
pustules to present some
well known color palettes,
but they are all mixed up!
Can you help Drutt
and Boney sort
em out?
E
Er... Yes Sire...
Coming. I better be
off quick
before he
explodes
one of his
enormous
nuts! OOER!
A. ZX Spectrum, B. MSX, C. Commodore 64, D. Apple 2, E. Amstrad CPC
NOMS!
NOMNOMS!
81
82
CREATE A
TREE
LOW POLY
Low Poly is the minimal amount of triangles and
vertexes that can be used to make a 3d object.
We are not going to say “use 3ds Max or Blender”,
just use whatever 3d application you are happy with.
We are going to be using basic 3d primitives,
extruding, moves and scaling.
1
Start with a cube
2
Extrue the top face
4
Give it some color
3
Extrude and scale
5
Move them vertexes
83
6
Select
7
And Extrude
8
Keep going
9
STOP!
OK. We should have a some
sort of tree shaped thing?
LOW POLY LEAFS
1
Start with a 5 sided shape
5
Duplicate and mix with your tree
85
2
Select the middle, scale it
You now have the basic understanding of low poly 3d work
3
And rotate it
4
Color it. Pink is good?
86
PITCHPERFE
When computers
took over music
The 1980s have been called many things
by many people. “The Decade That Style
Forgot” is a favourite, although in my very
humble opinion, as someone who lived
through the decade as a teenager and
beyond, I thought we were VERY stylish.
But that’s another story. Let me Rob
Puricelli (a.k.a. Failed Muso) tell you about
the machine that changed everything: The
Fairlight CMI!
CT
87
The 80’s; one thing that CAN be said of that decade
is that it was one of great innovation and
technological revolution. It was the decade where
computers became household objects and the
future really felt like it was up for grabs. And it was
the development of one computer in particular, in
Australia, that would change the way music is made
to this very day. Born out of the desire to create
acoustic sounds using electronics, the Fairlight
Computer Music Instrument, or CMI for short, would
be ground zero for almost every facet of modern
music technology that we use today. But how did it
achieve such status?
The CMI’s story began in the
basement of the house
belonging to one of its coinventor’s,
Kim Ryrie. Ryrie had
enlisted the help of his school
friend and a dangerously
curious guy called Peter Vogel.
Their plan was to create an
instrument that could authentically reproduce
acoustic sounds using electronics. This was the goal
of most synth manufacturers of the day. Look at any
analogue synthesiser during the 1970s, and most
would have settings or patch sheets named after
trumpets, violins or oboes. But try as they might,
using additive synthesis, they kept failing, unable to
create and process harmonic tones well enough to
deliver what they wanted to hear.
“
Access to the
new Motorola
6800 CPU’s
“
Coincidentally, in Australia’s
capital city, Tony Furse was
trying, and failing, to do the
same. But Tony worked for
RCA and had access to the
then new Motorola 6800
CPU. He decided this was the
way forward and developed
his QASAR Multimode 8 (aka
the M8). A veritable birds
nest of wire wrapping and no
PCBs, it began to show signs
of promise and utilised a
very modern CRT monitor
and light pen to draw
harmonic waveforms and
used Fast Fourier Transform
to try and get those elusive
sounds. But it wasn’t
happening. Vogel & Ryrie got wind of Furse’s work,
drove down to Canberra from their Sydney base, liked
what they saw and licensed the tech to see if they
could take it further. Soon, the M8 became the
QASAR CMI, the wire wrapping replaced by custom
built PCB’s, set out in a modular fashion, each with a
specific task. But still, they failed to make anything
sound authentic enough. Until one day, exasperated
by their persistent failure, Vogel wondered if he could
convert analogue sound into digital data, store it in
RAM and then play it back via a keyboard. Building
his own ADC/DAC’s, his initial experiments yielded
not only success, but delivered a truly authentic
recreation of the sound fed in. Little did he know that
he had just discovered digital
sampling and that he was about
to change the world.
Feeling like a cheat, he showed
his discovery to his partner and
they decided to run with it.
Development continued apace
until November of 1979 when the first CMI, the Series
I, was unveiled to the world at various shows such as
AES and NAMM. As luck would have it, or maybe not,
Elvis died just two years previously and a member of
his band and fellow Aussie, by the name of Bruce
Jackson, returned home looking for work. His mother,
Ryrie’s neighbour told him to check out the two guys
next door as they were doing something “musical”.
What he saw blew his mind and he immediately set
about getting Vogel and a functioning prototype
across the Pacific to LA. What happened next was a
serendipitous and hugely fortuitous chain of events
that saw the fledgling business take its first orders
from the likes of Stevie Wonder and word soon
spread to the UK, where Peter Gabriel fell for this new
musical tool, so much so that he set up a distribution
company with his cousin, Stephen Paine.
The rest, as they say, is history. The Fairlight CMI
became a household name, loved and despised in
equal measure for its revolutionary sound and
musical compositional capabilities as well as the fear
of making working musicians completely redundant.
But how did it work and what was inside that beige
mainframe that turned music production on its head?
Let’s take a look at the Series IIx, the most popular
and influential model, given its use of MIDI and
graphical on-screen sequencing via Page R.
88
Lets take a peek
inside a CMI...
The mainframe looked like many computers
did back then. A plethora of PCBs, PSU’s and
various inputs and outputs, with two 8”
floppy disk drives to the left, one to supply
the OS and applications, and the other for
loading and saving data, such as samples.
The drop down panel at the front contained
a number of CPU halt and reset switches
and was opened by two catches at the top.
This exposed the PSU on the left, with its
huge capacitors and to the right of those,
the individual function cards.
89
Those cards from left to right:
1x CMI-02 - Master Card
1x CMI-28 - General Interface Card (Clock/MIDI)
1-8x CMI-01 - Channel Card (Each with 16k Sample RAM)
1x CMI-07 - Analog Interface Card (Optional CV Functionality)
1x Q148 - Light pen Interface Card
1x Q256 - System RAM (256k)
1x Q133 - CPU Control Card
1x Q209 - Dual Motorola 6809 CPU Card
1x Q219 - Light pen/Graphics Card
1x QFC9 - Floppy Disk Controller
1x Q077 - Hard Disk Controller (Optional HDD Feature)
1x Q137 - Front Panel Control Card
Tech Tip
The Fairlight did something
very strange and very
interesting with it’s CPU’s:
2x 6809. For every clock
cycle, one CPU was
triggered on the up clock
(as is usual), but the
Fairlight also triggered the
second CPU on the down
clock. Thus having twice the
power with a single clock!
Music Keyboard
Aside from its keyboard mechanism (You could have
weighted or custom versions of the keys depending
on your tastes), it contained a CMI-10 Keyboard
controller card (with another CPU!) which received
note on/off and velocity data from a set of three
CMI-11 switch modules that held the individual key
contacts.
And see that little keypad at the top? It had LED
display that allowed you to control the CMI, change
voices and see other information as you played!
Kate Bush takes a tinkle on hers!
90
1978 Lightpen UI
Famed for the green screen,
but many failed to notice
the pen on the side.
The lightpen was (like
everything else) custom
designed and created
for the Fairlight and
allowed the user to
control things by
touching the screen.
This even allowed you
to directly 'draw'
waveforms and
harmonic profiles.
Series III revisions
allowed you to connect
a mouse (if desired) and
the lightpen was
removed to an
integrated keyboard/tablet design in
1983!
Is your screen damaged? Replacement
screens have a special coating and
were manufactured by Philips in the
USA for the US special air-force in the
late 90s. So keeping a Fairlight alive
can be an expensive business!
Speaking of the keyboard, the Fairlight was really
controlled through this and not the alternate input
do-hickies. Looking at the UI the top line has a
Command: and pressing escape would bring up a
cursor ready to accept input from you. Hence owning
a Fairlight meant either learning a lot of interesting
and arcane commands (PP or L,2 or LP,1,127 anyone?)
or having an engineer who know all of this by heart.
You could always use the manual, the Fairlight came
with several of those, each multi-hundred page
behemoths covering everything in incredible detail.
And did I mention there was a CPU lurking in there
too? Well there is...
91
PAGE R and that UI
Introducing sampling was never enough. Fairlight
also introduced the world to sequencing with PAGE R
With sampling still in the
recording studio and MIDI
a distant thought, PAGE R
(Rhythm Composer) was
released as an add on.
Designed for making drum
beats, musicians soon
found it could do a lot
more and the sequencer
was born! Patterns were
built up from the available
8 voices and then joined
together to make songs. A
complex process to begin
with, but the results speak
for themselves. Petshop
Boys anyone?
Not forgetting PAGE D which allowed you to actually
SEE your sound IN 3D! The waveform would slowly
and hypnotically be drawn up the screen revealing
itself.
And you weren't just stuck with sample. Oh No! The
Fairlight was also a fully fledged additive
synthesiser allowing you to draw various harmonics
and let the CPU calculate the results. It didn't matter
that is was complex and not hugely rewarding, but
with lots of time and a bit of luck, some amazing
results could be achieved. Like a draw sin wave to a
square wave to a wiggly thing (RIGHT)
92
And round the back
Here is where the magic happens: The connections.
Each sound card connects to a custom Digital
to Analog converter. and you connect those
to your mixing desk and some much needed
talent and your hit record will dominate the
charts...
Pictured here is the later Series III back plane
cards featuring multiple MIDI input and
outputs, SMPTE clock inputs (great for film
production), XLR microphone inputs (for
catching that much needed dog bark) and
finally the voice outputs which in this case 2
per card.
And below is an 8 voice module showing
everything it’s got for the world to see. And
you all thought opening that PET or Spectrum
looked complicated!
93
An orchestra of sounds
The Fairlight came with 33x 8” disks. A
library of unique and unusual sounds.
Each 8” disk was labled: Bells, Brass, Choral, Organs, Drums, Effects. Each
disk holding a maximum of 64 sounds. Each sound being 8bit with a length
of 16k or 16384bytes. Sound too short, then you have to loop it, but make
sure you get rid of that CLICK!
Two sounds stand out in the library: SARARR.VC which is a breathy layered
human voice that can be heard on Tears For Fears mega hit:’Shout’ and the
80’s defining ORCH2.VC (which was taken from Stravinsky's Firebird Suite)
and was used by EVERYONE! It was first heard in Afrika Bambaataa's ‘Planet
Rock’ and soon after in Kate Bush's ‘The Dreaming’. Other examples include
En Vogue's ‘Hold On’ and Duran Duran's ‘A View to a Kill’ not forgetting Yes's
‘Owner of a Lonely Heart’ And if anyone says “it was ORCH5.VC or
SARAR.VC”, the library names kept changing through various revisions.
Jean Michel Jarre - preperation for Lyon concert 1986
Tech Tip
The Fairlight had an
extensive and very well
known library of sounds.
Each new customer would
also feed back their
creations to Fairlight, and
the library expanded. There
was even competition
between producers to see
whose sounds would be
included in the next update!
All of these components, assembled by hand in Fairlight’s facility in Rushcutter’s Bay, came together to
form the Computer Music Instrument and, quite literally, changed the way we make music forever. Both
technologically and culturally important, the legacy of the CMI lives on to this day. Thankfully, its internal
design does not. If I had a penny for every time someone tells me that their mobile phone has “a million
times more processing power”, I’d be a very rich guy. But what your mobile device lacks is character. It
lacks brazen ingenuity, unshackled by the bean counters and style gurus. It doesn’t smell of warm
electronics, nor does it deliver a
deep sense of satisfaction every
time it powers up and boots
Rob and a (now very working) Series III
without failing. Most importantly, it
is too clean. Too pristine. There’s
no sonic colour or quaint glitches.
It’s too perfect and that’s what is
missing in so much today. And
that’s why I slave over broken
CMI’s, every spare minute I have.
If you want to know more, or
want your Fairlight restored, or
want to buy one (deep pockets
are still required). Pop along to
www.failedmuso.com and let’s
chat.
94
MOIST
Join IWasAdam on a (very silly and definitely) hazy trip
down memory lane. Caused mainly by too much Eggnog!
It was nineteen dickety seven and the
Kaiser had just crossed his legs and
snuffed out the candle!
6 o-clock... 7 o-clock... 8 would
usually come next, but we were so
poor mother had already prised the
numbers of the cuckoo clock looking
for eggs! Father came in from the
cold, the snow whipping round him
like a large lass nibbling a baked ham,
water poured from his coat and we all
grabbed our glasses so that some
xmas cheer could be
sought.
For what had seemed
like years (but was infact
just a few days)
we had all been
badgering father for
the latest gadget: the
fabled Atari VCS. I
had been stoating
mother as I wasn't big
enough to be a
badger and my sister
had been wolverining
the locals - but that
was the year she finally got arrested
and we sort of never saw her again.
Happy days indeed! But I am
digressing (much better that your
usual disgusting - Qube), it was Xmas
and all we wanted was the Atari VCS
(and some new veneered teeth for
mother - her 40 a day Woodbine habit
would have to stop).
Like all good Victorian children we
were mercilessly beaten, sent to the
workhouse and made to varnish the
road with the scrapings from our
fingernails! We had seen the adverts,
well peeked through the cracked glass
door of Curries (this was
not a famous electrical
supplier, more an
immigrant clearing house
for Balti-soacked takeaway
drivers) and watched
the 12inch black and white
that perched on top of old
copies of Peoples Friend.
We were not sure what a
VCS was, but we knew we
must have it, desired to
have it, ached for it (Stop it
at once - you'll be carried
away again - Qube).
Everyone worked hard that December.
Father did double shifts at the local
supermarket sexing toads on the fish
counter. Mother took a second job as
an anvil at the local smithies. Even
Little Timmy even took an afternoon
job as a Monkeys Knee Wrencher! And
soon there was just enough money to
pay the leccy! Father said we couldn't
afford it, but promised to talk to (his
friend) 'Stan: the Man'. Stan could get
you anything... Anything for a price, a
price that was certainly NOT right. Our
first TV was a flat screen, it had fell off
the back of a lorry going to
Nuttingham and was subsequently run
over by heavy-duty road roller - what
are the chances of that I wondered
now we're living in the modern world?
We were the only ones in the whole
WANTED
95
“
Let me
kiss those
yellow lips
“
street to have a TV (come to think about it we were the
only ones in the street - it having been condemned
during the 60's when such things were rife in our neck of
the woods). Well I think that a family in dank Street had a
TV, nut they als ohad a stringvestite with a very
interesting tale to tell. But I am straying from our Atari
VCS tale of Xmas...
It was late and we were all meant to be asleep when I
heard the jingle of metal on the tin roof, the clatter of
hooves and the unmistaken thud from something warm
and heavy falling into the lounge. Was it Mother with
Dear Old Aunt Annie and her collection of fur? NO... He
had arrived! Quickly and quietly I put on my flame-proof
nighty - the result of having an older sister with a
terrible habit and a Bette Davis complex "Oh Dahling",
she would croon, "could you sit in the other room? Body
odour offends me". And we would all laugh till we were
sick (Get On With IT - Qube). Were was I, creeping
towards the open door and looking for Satan (sorry I'm a
bit dyslexic). Standing in the middle of the room was
father: Covered head to toe in strawberry jam and
whipped cream - Sorry wrong story!
In the middle of the room was a large packet and it (in
turn) was attached to Stan, who in one hand was placing
a large TV sized box to one side and in another hand he
was placing another oblong box. The oblong box was
smaller (much smaller that the coffin we got for mother
last year). I couldn't quite see as it was still dark (being
night-time and all), but it looked like the same size box I
had witnessed being loaded into an electrical bay of a
local toy store - the one that sold the fabled Atari VCS!
That next day as Xmas arrived (and overfilled our
stocking with assorted... something?) we found a new
14inch color telly and an Atari VCS system.
Mother was so shocked she stuffed the cat
and fed the turkey kibble, but would it work?
None of us was very good with chemistry, but
I had the faintest feeling that trying to raise a
dead turkey on kibble was not going to work
96
out well - much better to eat it, then we can
have the cat for afters... Us kids (in the know)
got busy with the soldering iron and various
colored wires in the hope that one of us
might have a Scooby or even a Doo and make
the dratted thing work. UHF to MFI, Paddle A
into socket B, Stick P into A and finally Blue to
live and Major Tom to Earth! Luckily it did
work and the funeral for Little Timmy was
arranged for the following week...
The phosphors glowed and we held in our
hands 4 black plastic wedges: Breakout,
Combat, Pac-Man and Spaced Invaders
(Qube, should that be Space Invaders? Not in
our house it wasn't - if you get my drift?). So
breakout it was. We all clustered round the
set as Fathers balls pinged and ponged from
each side of the room like an oversize Gnip-
Gnop... The party had begun! "Me next, Me
next." I cried as each of us jostled for the
paddles and the chance to hit fathers balls.
Up and down they went, bricks falling, tin
roof crashing. and all this before we had
turned the VCS on!
Mother was next, she had a pill fixation and
was quickly gobbling round the maze, which
made a change from dogging in the carpark.
Ping PING went the pills and the ghosts
chased her round and we all laughed as
father held cherry tomatoes to his eyes and
said "I'm the Pac-Man, let me kiss those
yellow lips my love? wacca-wacca-wacca" and
did his best to imitate the sound of a dying
pac-man. Who cared if he bore no more of a
resemblance to Pac-Man than the 8bit
97
monstrosity on the screen did - it was pure
pleasure in a small plastic box. And on prescription
from any crooked family doctor but not a social
worker and certainly not from Mal at the clinic. You
know Dr Mal? Mal-Practice his name is...
Next up was combat with those little tanks and
planes and one on one combat. This time everyone
kept their clothes intact whilst they hid behind the
hedges waiting for the tanks to come around the
corner. No one knew what was going on, but it
brought us all together into one single family
group. We played as one, me against mother (and
not for the first time), father against Little Timmy
who always lost due to the lack life the previous
electric shock had dealt him. Even a dog got
involved when it ate a paddle. We never worked out
where the dog came from, it just wandered in
through the hole in the wall (father called it a
picture window, but we all knew different), had a
paddle and wandered out again!
“ the paddles
It ate one of
“
And finally it was Spaced Invaders. We were so high
on life by this time that we thought nothing could
top Combat, but those little aliens with their funny
little voices was the tops. Beep, beep, bop, bop,
blubble went father who was so full of the Xmas
spirit we couldn’t light the candles! And Beep, ping
beep went those little alien voices - but we knew
what they meant! Who could imagine what they
were thinking in their little ships, cruising around
the night sky waiting for us to shoot them from
below. It was all we could do to stop breaking the
stick thing. Mother would shout and jump on the
sofa, father would throw things to put us off - well
that was his excuse anyway. And for a few days the
horrors of the workhouse and the thought of an
impending conservative government casting further
cuts and saying the opposite was so far away.
Standing in my gingham dress (a-line pleat with no
bust darts) and swinging my basket I just knew we
weren’t in Kansas anymore Toto. We were in Atari!
Join Xerra on a
trip with VIC into
Adventure...
Chapter One
I sat in the armchair in my grandfather’s house
staring nervously at the television set. The blinking
cursor of the Vic 20 flashed accusingly at me. I was
about to be found out.
This was the summer of 1981. The year I had finally
left junior school, to my great delight, and was
looking forward to starting secondary school after
the six week holidays that we had back then. I was
twelve years old and for me the home computer
revolution was just beginning. We had recently had
the royal wedding of Charles and Diana, there
seemed to always be snow every year in December
and this was the first time I’d ever been allowed to
go all the way to Wrexham in Wales to stay with my
grandparents from my mother’s side. Excited wasn’t
the word because I knew Grandad had recently
bought the Vic 20 and I was just itching to get my
hands on it.
“Okay, Tony. You’ve told me you love playing with
computers so now here’s your chance. Show me
what you can do with one.” Grandad was not really
one to mince words.
I glanced at Grandad hoping he was going to have a
giggle then pull out some program tapes but he just
glared sternly at me. “You said you had used
computers and knew how to program them?”
I gulped. “I’ve seen some at school. And I’ve looked
at the ones in Harrow. I do know about computers.”
But, as my grandfather had just discovered, I only
knew all this from the games I’d seen and some
adverts I’d seen showing them off. I’d been caught
out and all I could think was that I’d let him down.
We had only two sessions on the computer in the
whole ten days I spent in Wales. In retrospect I
don’t think he lost interest in us spending time
doing this but more of a case that I was finding
myself at that age and spent a lot of time going off
on other pursuits as teenagers are prone to do. He
was very ill by that time so, on both occasions, it
was Nan who actually dragged us away from the
machine when we’d been messing with it for too
long. I learned a little bit more about the Vic by the
time I came back, as well as finally teaching myself
to swim and wandering all over Wrexham exploring.
When I came back home and got ready to start
secondary school, there were two things definitively
on my mind. I wanted a Vic 20 and I was absolutely
determined that I was going to prove to Grandad
that I could do something with it. I was lucky
enough to get the opportunity in 1987 a short while
before he passed away but I will never forget the
moment I let him down until my dying day.
99
10 Print "<clr screen>"
20 T = 8186
30 For X = 7680 to 8185
40 poke x, peek(T)
50 T = T + 1
60 Next X Chapter Two
70 Get A$
80 If A$ = "" then Goto 70
90 Goto 30
It was around two years before Grandad passed
down the Vic to my mother when he eventually
upgraded to a Commodore 64. In that time I grew up
a bit. It was around Xmas of 1982 when I started
spending a lot of time after school in the computer
department of the local Debenhams in Harrow. I
hadn’t had much more experience of computers up
to that time because I didn’t own one and the only
place to really use one for any length of time was
after school with the BBC in one of the classrooms –
and everyone else wanted to do that. My interest had
not waned, though, so I had taken to tinkering with
the machines in Debenhams whenever I wasn’t being
kicked off them by the sales staff there because they
all knew that a spotty kid in a school uniform isn’t
likely to be buying one.
The computers in Debenhams
weren’t just interesting to me,
however. All the kids wanted to
tinker with them. Naturally, it was
mostly for the games, but we were
all teenagers looking for the next
big thing. We considered it a result
if we could get on one of them and
tinker with it – especially if it was
one of the few times that it had a
game pre-loaded onto the machine
where a salesman had been
demonstrating it earlier and
forgotten to switch it off.
Not long after this the Vic 20 finally
made it into our house but it was considered a family
hand-me-down by both my Grandad and Mum so I
couldn’t have it in my room, even though both my
sisters had zero interest in the machine. My mother,
however, definitely did.
My mother used to type in magazine listings and
spent nearly a whole weekend typing in the lines for
a game called Citadel that did work when finished,
although there were so many errors that more time
was spent actually trying to fix it than actually
playing. I would have probably destroyed the tape in
frustration if I had typed in any programs of these
lengths only to find that they had not recorded
properly on a cheap tape and I had to start again. I
have very vivid memories of sitting in the front room
dictating the listing – including punctuation that had
to be correct – so she could fix any typing errors just
so we could actually run it. Then there was the real
problem of trying to work out what was wrong
when it actually didn’t crash with a syntax-error, or
similar.
The appeal of buying games on tape was much
greater after a few back breaking sessions of
typing, that much was certain. And the Vic 20 had
one more ace up its sleeve in the form of cartridges
which you could buy with software or games on
them and just plug in the back. These were
instantly loaded as soon as the machine was turned
on and we had some absolute gems.
For our family the text adventure games by Scott
Adams were the clear favourites. Scott had written
several games already by the time the
Vic came out but only the first five were
licensed and put out on cartridges for
the public. They were Adventureland,
Pirate Adventure, Impossible Mission
(Secret Mission), Voodoo Castle and
The Count. Of these we only owned
Voodoo Castle at the start so that was
the game that mum and I set out to
finish. And we eventually did after
being stuck at a block point for what
seemed like forever. Just on a chance
conversation with a pal at school, I
realised that there was something
obvious in one of the rooms that wasn’t
just an object but actually a location I
could go into, and that was the final
hurdle to finishing the game.
The text games used the input system of two words
, being Verb/Noun syntax, so often we could work
out what commands you could use that we had not
used yet. This worked pretty well with The Count
due to how tough it was to get the right things
done on the right day as the game was played over
three virtual days.
I had dabbled with some of the Vic 20 commands
up to this point and even written some programs to
do simple things but it was probably doing this that
got me into the idea of looking how other programs
worked extensively so that I could better what I was
doing.
To put it simply: I was hooked.
CLOSER TO
101
THE EDITOR
You know that feeling: If only there
was something visual, something
like an editor to make my life more
simple? Such wonders I could come
up with...
And do you know what? HardCoal has had the same thought too and
has spent the last few years busy with BlitzMax making his dream a
reality. SyntaxBomb spoke with him about his work with it, how it is
progressing and thoughts about it:
Hi, Im Hardcoal.
For some years I have been working on a visual Game
Editor. It is completely designed and programmed by
me using Blitzmax language as the programming
language.
102
This editor is based on
a Blueprint Building
style, mixed with the
possibility of adding
your own code as well.
At the moment I’m at a critical
stage; one that will determine if the
path i’ve taken is really the right
one or not.
Some people ask why am I doing it?
Well.. Im doing it because I started
it, and I’m doing it mainly for myself.
One goal is: I definately want to offer stuff that is not presented on other
Frameworks.
Its an interesting process. Always challenging and sometimes Very Hard!
But since I feel that I am nearing the End, I want to see what will come out of it.
I’ve put too much time and suffering to give up on it. :)
103
“
My goal is make it as
So... There we have
it. Harcoals’ Visual
Editor. This is
testament to the
love, dedication and
passion people put
into their projects.
People may put you
down, Developers
may quit and cease
development of your
language... But never
let that put you off.
Programming is fun,
had and rewarding.
Believe in yourself,
believe in your
mission... It is all
worth it
convenient as possible for
“
myself and maybe others.
VERSATILE
DEPENDABLE
COMPATIBLE
(maybe even sexy)
Meet the new IBM 1620 Data Processor.
It’s everything you want, when you want it.
Contact us for more details. We take care of everything!
105
EASYOh Lordy,
IT’S NOT
BEING GREEN
not more retinaburning
old skool DOS style
UI’s? Join IWasAdam on a trip
through the sound window...
Well yes and much more
importantly no! On the
right you can see the
main menu of the
Fairlight CMI (J.Jeczalik
being one of the
members of “The Art Of
Noise”)
And now for a different
look:
On the right is the main
menu of QasarBeach
CMI. Which is a
complete copy of the
original Fairlight IIx
including all voice and
sound functions, 3d
waveform drawing and a
complete copy of Page R
- the worlds first true
visual music sequencer.
Just Load up a WAV, or OGG or AIF, or
VC or VCD, or SND, or EB1 and EB2, or
8SVX or many more...
And the famous Fairlight 3d
view of sound is also present.
You can’t rotate it, but you
can see where in the sample
you are and what it looks
like. All presented exactly as
the Original did...
The Fairlight was slow
and clunky with it’s 8”
floppy drives.
QasarBeach gives you
instant playable access
to stereo and mono
samples and supports
oodles of formats. plus
a nice mini view too!
106
Amongst its many firsts, the Fairlight was
known for having a light pen (later versions
supported a mouse and drawing tablet too!).
So you just point and click directly on the
screen in 1978!
Although QasarBeach doesn’t have a light pen,
it is fully mouse controlled. So you just need to
point and click in the same way, with the scroll
wheel to modify parameters too.
You might also have noticed the text
“COMMAND:” on each page. That is because
the Fairlight was accessed through a string of
commands entered from the keyboard. Sort of
like a DOS command system. QasarBeach tries
to replicate almost all Fairlight commands so if
you can use one, then you will feel at home.
And if this is all new - then you feel lost at sea.
But wait... QasarBeach has it’s own help system
cobbled together from the original help files.
And don’t forget that QasarBeach also has full
editing of sounds, both mono and stereo and a
range of facilities to allow you to sculpt and
generally mangle anything before you start
playing it!
And PAGE 7 give you complete realtime control
over many of the parameters. This thing is a
synth powerhouse...
PAGE R and
The Birth of 80’s POP
PAGE R is where things get interesting. It’s the
first usable computer controlled sequencer.
Originally designed to create drum rhythms
(Hence PAGE R).
But soon, enterprising composers mastered it
and began using it directly in their
compositions. And the Fairlight sound plus
tight computer timing got everyone dancing.
It’s simple display appearing on Top Of The
Pops and anywhere else.
QasarBeach replicates PAGE R but with added
controls for volume, and panning, and double
the voices from the original 8 to 16 (Not n-nn-n-n
19!)
107
“
Its all so Fairlight
“
SO HOW DOES IT ALL WORK?
a voice is made from
modules that control
how the sound is
produced. Play sample,
loop points, filters, etc
You then have
wires that
connect things
together to
produce a
sound
It’s programmed in MX2 which is
a fork of Monkey2. I got very
frustrated with the sound errors I
was having plus lack of proper
loops. So slowly I rebuilt the
sound system from scratch.
Left you can see the actual sound
core - it’s complex, but allows for
some very interesting sound
mangling.
The QasarBeach core is built on
top of this audio core with the
sequencing stuff added directly
into the audio core.
In essence every sound is
processed in realtime allowing for
multiple manipulations of the
sound as it plays.
There has also been input from
the creator of the Fairlight itself:
Mr Peter Vogel!
108
In recent times there is way less
snow in Europe forcing Santa to
replace the deer with a flying
vehicle, electric powered (good
speed, low consumption,
recharged by etheric particles,
day and night, whatever the
weather (I know amazing tech...),
and silent (so kids can't track
him)), and since there is
more and more people
on this planet, he is
going to use a
(modified) PNA
wayfinding
system, to find
its way to your
home (chimney
or air shaft).
I have been
working on my
path finding
system recently, and
my implementation uses
Astar structure / logic,
but in a way that it can be
used for all kinds of
universes (2d or 3d) and all kinds
of maps, and also so that the
nodes and links can be activated /
deactivated at any time. (this can
be useful if an obstacle is created
/ destroyed / moved and blocks a
node or interrupts a link)
While coding all that, I have
noticed how similar it is to PNA
roadfinding (when you drive a car
and you are here and you need to
go there, by using roads and
respecting the road driving rules)
In this article, I will explain (with
words), how (my implementation
of) Astar works, with nodes / links,
and the path finding procedure,
the path following procedure.
Then I will explain how the road
structure and driving rules are
similar to Astar structure / logic.
Finally I will explain how Santa is
going to approach the pathfinding
to reach each house (chimney or
air shaft) fast!
A*...
Santa
RemiD looks at
pathfinding and PNA
(personal navigation
assistant wayfinding)
and shows us how
Santa will find a way
to your home
PART 1 : Astar structure / logic with nodes and links
1.1
map structure and astar structure
To begin let me define some terms:
node = a point in space with coordinates
which is positioned in areas where a bot is
allowed to go, and which will be used by a
bot to follow a path
link = a connection between one node and
another node which can be reached (not
obstructed by an obstacle / wall)
The map can have any structure, it does
not need to be based on a grid, but it can
be, it is better to use a map made of zones
and passages, so that the nodes are within
a zone, and a path is calculated
considering only the nodes in one zone
(leading to a passage) rather than all nodes
of the map.
to keep it simple, I am going to assume
that the map is small enough so that we
don't have to use zones.
in the map, there would be obstacles /
walls that are not crossable, and the bots
would have to go around it, so nodes
would be positioned around the obstacles,
and there would be passages, and the bots
would have to go through them, so nodes
would be positioned on these passages,
and there would be also "incorners" and
"outcorners" on the extremities of the map,
so nodes would be positionned along these
corners.
110
once the nodes are positioned (along a grid or
around obstacles / walls/ passages / corners), we
have to know, for each node, which others nodes it
can reach, and these will be the links.
the links can be created automatically by using a
procedure with raypicks from one node to another
node, and if the other node can be reached (not
obstructed by an obstacle / wall), a
link would be created, and have its length (from one
node to the other node) stored
each node will have its number of links +
corresponding links indexes stored
the map could have static obstacles or dynamic
obstacles (which can be moved, added, removed).
for dynamic obstacles, i have found that it is easier
to use nodes positioned along a grid, and activate /
deactivate some nodes and some links depending
on where the obstacle is (since when a node is
positioned along a grid, it is easy to do determine
which nodes / links need to be updated depending
on the moving obstacle position). but this is for
another article...
1.2
astar logic:
for the pathfinding / pathfollowing
system i propose to use these lists /
variables : (i am just going to explain the
structure / logic, i let you write the code
as you want)
bots
to store the origin of the bot (reference
of a pivot), to store the followpath state
(true or false), to store the target
(reference of a pivot)
temps
to store indexes temporarily
nodes
to store the origin of the node (reference
of a pivot), to store the active state of
each node (On or Off), the AS (ASTAR)
state of each node (Not, Discovered,
Processed), the discoveredfrom index (of
another node) from which this node has
been discovered, the reach length
(length from start node to this node, by
following a temporary path through
others nodes), the fly length (length
from this node to end node)
links
to store the count of links (to others
nodes) of this node, the active state of
each link (On or Off), the index (of
another node) linked to this node
paths
(one path for each bot)
to store the count of nodes in this path,
the indexes (of nodes) in this path, the
origin of the start node (reference of a
pivot), the origin of the end node
(reference of a pivot), the index of the
next node to target (in this path)
1.2.1
finding a path
procedure FindPath :
;reset nodes ASstate (=all Not)
;loop
;current node is best node
;analyze the others nodes linked to this node
;if other node ASstate is not discovered / processed
;if other node is end node
;set the node ASstate to discovered
;store the index of the node which has allowed to discover this node
;the best node is this node
;a path is possible, set the path state to true
;if other node is another node
;calculate / store the ReachLength (length from start node to this nodes, by following
a temporary path through others nodes) and the FlyLength (length from this node to end
node)
;set the node ASstate to discovered
;store the index of the node which has allowed to find this node
;set the ASstate of the current node to processed
;if the end node has node been discovered yet
;check if there are nodes with a ASstate discovered
;if yes
;determine which is the min value of the FDistance of the discovered nodes
;the best node is the node with the min value
;if no
;a path is impossible, set the path state to false
;if the end node has been discovered, set the path state to true
;until pathState = true or pathState = false
;if a path has been found
;reset the path
;store the index of the start node
;store the index of the end node
;determine which nodes compose this path by going back from end node to start node
(using the discoveredfrom indexes) and store them in a temporary list
;discovered node is the end node
;loop
;add the discovered node to the temporary list
;retrieve the other node which allowed to discover this node
;set the other node has the discoverednode
;until discovered node = start node
;browse the temporary list, in reverse (from last to first) to get the nodes of the path,
from start to end
;set the start node as the next node (index of the list of nodes in the path) to target
;return true (a path has been found)
;if no path has been found
;return false (no path has been found)
end of procedure
112
1.2.2
following a path
procedure FollowPath :
;target node is first node of path
;calculate distance between bot and target node
;if bot is far from target node
;oriente / move bot towards target node
;if bot is near target node
;if target node is the end node
;the path is complete, set the FollowPath state to false, the Target to 0
;if the target node is another node (not the end node)
;set the next node of the path, as the target node
end of procedure
You should have a good idea on how a pathfinding / pathfollowing system, using AStar logic, works.
PART 2: the road structure / rules similarities with Astar
2.1
Road structure and similarities with AStar structure
on a road map, there are roads and intersections and accesses
in this case the nodes would be the intersections and the accesses, the links would
be the roads. The length of a link would correspond to the length of the road
2.2
road driving rules and similarities with AStar logic
the astar logic can be applied to find a
path on a roadmap, but some things /
rules will have to be considered to
prevent an accident or to be annoyed by
cops
for example :
one way roads : a link going from one
node to another node, but only one way
(no link from other node to one node)
dead end roads : a link going from
intersection (node) to a node at dead
end, and another link going from dead
end (node) to a node at intersection
temporary obstructeds road : one or
several links and / or nodes disactivated
traffic lights / stops : a temporarily
disactivated link, or a link of a higher
length than its real length (to take into
account the slowing down of a redlight /
stop)
113
roundabouts / giveways : a link of a
higher length than its real length (to
take into account the slowing down of
the giveways)
traffic jams / frequently crossed roads
(by people) : a link of a higher length
than its real length, at specific times of
the day (to take into account the
slowingdown of the trafficjam / people
crossing the road)
speed limits : a link of a higher or
smaller length depending on the time it
takes to travel this distance when
respecting the speed limit (maybe use a
factor of 1.0 for a speed limit of
100km/h, and others factors for other
speed limits, and multiply the
corresponding factor by the normal
length to calculate the considering speed
length)
PART 3 : how Santa is going to reach each chimney fast
3.1
sky structure and similarities with AStar structure
on a skymap, assuming you can go at
any altitude, there are free ways
everywhere, (the exeption would be high
mountains, and tornados, and storms,
and lightning, and others planes /
helicopters, which could be considered
as obstacles), and there are roofs with
chimenys / air shafts where to drop the
gifts
in this case, the nodes would be the
chimneys / air shafts, the links would be
the free ways between them
115
3.2
sky navigation rules and similarities with AStar logic
again the astar logic can be applied to
find a path on a skymap, but some
things / rules will have to be considered
to prevent an accident or to be annoyed
by the customs / army
dense snowfall: the PNA may not work
accurately
storms / strongwinds / tornados:
difficulty to fly
for example:
customs / army: they want to seize
(steal) your gifts for national security (of
course...)
planes / helicopters may provoke a
crash
high mountains: weather conditions
usually harsh there, so to consider if you
want to deliver all gifts in good state and
in time
frosty surfaces (roof): slippery ! be
careful not too fall
really hot surfaces (chimneys): it burns
! it burns!
toxic smoke: not good for health if
inhaled repeadly
sexy babes : may provoke an accident
when looking at them too long during
the flight
conclusion
I hope this article may have helped
you have a clearer understanding of
how astar can be used for
pathfinding / pathfollowing, and
also that you have smiled at least
one time with the (attempt at)
humour that i have tried to put here
and there.
Santa wish you the best for this
period of the year
RemiD
116
A LIFE AND A LOVE
Join bsisko as he gives us
a peek into his life and his
beloved computers.
The High School Years:
My first dream of making
it rich was to write for
the comics industry. At
that time in 1968, there
were only two big
names in the industry,
DC and Marvel. I still
remember the first
comic I ever bought,
an Aquaman story
wherein he is
restrained on a machine,
while his kidnappers are reading his
mind. While I have many four-colored heroes
of my own creation in my mind, many of
them have never been committed to paper
and never published due to the lack of money
and lack of interest by relatives and the
community. At this time, apples were still
something people ate for food, and IBM were
letters on a typewriter.
The College Years:
After high school, I was lucky enough to land my
first real job. It was basically a food service position
at a mental hospital for the criminally insane. I
started working there 4 hours a day, then gradually
worked my way to 8 hours a day. Of course, my
search for money didn't end there. While working
there, I lived with my parents, spending my
money on a college education, mainly for a
theatrical career, (can you blame me! Hollywood
was where the deals were being made) At that
time the only people that used computers on a
daily basis were the federation in their 5 year
mission exploring the galaxy for new life, new
planets in the final frontier and the Robinsons that
ended up Lost in Space. Steve Jobs hadn't even
pioneered the Apple II at this time. My thinking was
this. Since I was going to be earning mega money as
an actor-writer, what would I do with my money
since I didn't want a wife and kids. It was in college
that I picked up an $6.00 magazine about a war
game. It was a paper and cardboard affair. I thought
to myself this would be a good time waster while I
save up to buy an house. Well, on one of the pages I
saw an advertisement that mentioned an $2000.00
war game. I thought to myself ìWho would spend so
much money on something like this?î It turned out
that the ad was for the first Apple II machine. Well,
being 17 and no real interest in computers at the
time, I thumbed up my nose at the deal. A couple of
months later, I saw an ad for a $100.00 ZX81. This
was well in my budget line. I wasn't worried about
starving while I play around with this thing.
The
ZX81
was a black
and white
computer from
England manufactured by
Clive Sinclair of Sinclair
Research. It had no on/off switch,
no sound, and no real keyboard. I
purchased it for curiosity to see if
I could actually learn how to
program.
After a few
weeks with
it, I fell in love
with it. If it had
a keyboard and
disc drive, it would
have been my favourite
computer. Since this was my first
computer, I remain loyal to it. I
learned BASIC on this thing. I
wrote maybe 4 simple games for
this machine which I considered
complete, but never published.
One of them is a find the pea
game. It was a simulation of the
common street hustle many
people play on unwary and naive
people where you have three
cups, hide the pea under one of
them, switch them around and
dare the player to find which cup
the pea is under. The other was a
guess the number type of game.
The other two, unfortunately I do
not remember what they were.
They are now lost.
117
The Commodore
64 was the first
computer that I
considered real. It
had color, sound, a
tape drive, and later on, a disc
drive. It had come out at the same time the
ZX Spectrum came out, and I had so much wanted to buy
that machine, being loyal to the Sinclair brand of
computers. However, since the spectrum was a mail order
affair, and I could buy the C-64 in a local store, (I forget
which store it was, Sears or K-Mart. Wal-Mart didn't exist
at the time) I purchased the commodore. I continued my
BASIC education with this machine. I only wrote 1 game
that I considered complete with this one. Home
computers being new, I wasn't knowledgeable enough to
know that its basic language didn't cover the whole
machine. For regular computing, it was enough, but the
graphics and sound needed to be accessed by pokes and
peeks. I was beginning to learn 6502 assembly language
to make the
fantastic
games that I
was buying
when
Commodore
published
the 128.
The Commodore 128 was my third
computer. This
machine increased the
memory by 64 kbs.
The language was
vastly improved, and it
had a monitor mode
that let users access the
memory, something that
the Apple II had since its
inception. With this
machine I let my education
of assembly language take
a backseat since the BASIC
language covered the graphics and sound
capabilities of this machine. Because of its 128 k of
memory, its vastly improved BASIC language, several
utilities like a Sprite Editor, an ml monitor, a numeric
keypad, and redesigned layout, this became my favourite
computer to work with. It was at this time that I consider
four major companies, maybe five were producing
computers for the mass market. That was of course
Apple, Atari, Commodore, Radio Shack, and Texas
Instruments. However it there was a manufacturer that
believed he could cash in on the fad, he had a machine to
sell. Besides the Spectrum, the British computers that I
wanted to own were the Amstrad CPC, the Dragon, and
the BBC micro. The American computers were too many to
remember. While I was in love with this machine, a
traveling salesman stopped by home to introduce me into
the IBM world.
At this time, Commodore was
introducing the Amiga to the
world, while Atari was marketing
the ST. It was my intent to
purchase both of those machines
when someone stopped at my
door to sell me an education by
mail thing. The version of
Macintosh that Apple was selling
was black and white only, and
there were some design choices
that Apple made that I didn't like,
so I didn't bother waiting for that
machine, not until they made a
color version. But then they
priced their machines too high.
But back to the traveling
salesman. Learn computer
programming by mail and
get a free IBM computer.
Read the guidebook, answer
the questions, mail them
back in, and get a free
computer. Well, the
computer featured was an
Maxar 88T. Well, I jumped at
the chance to get this thing,
because that was what the
corporate users used. If I
knew how to program this thing,
my chances in the corporate
world was secured. This machine
was an amber and black machine
with two 5 º drives. I focused my
time on GW-Basic with this
machine, bought some games
that ran exceptionally well. My
favourite was something called
Karnov. I have since lost this
computer. My next machine was a
Tandy 1000TL. Once again, I was
back to color. This one, like the
IBMjr, featured an special mode
only available for Tandy machines
that featured 16 colored
graphics, which were not quite up
to VGA standards, but better than
CGA. I later upgraded this
machine to two 720K floppies, 1
360K, and an 10 MB (yeah, that's
right folks, only 10 MB) hard
drive. I still own this machine. It
was with this machine that I
learned QuickBASIC, while I was
attempting to learn 8086
assembly. It was at this time that
I came across C++, but the
syntax was so complicated from
BASIC, that I couldn't do anything
with it. It was also that I was
working on my first game that I
never completed, an Othello
derivative that I named after an
actor named Voltaire. Someday,
when time is available , I want to
complete that game. Because of
the 8-bit Guy, and the interest in
retro computers, I want to use
this computer to learn Assembly
language programming. I have a
game project that I intend to
develop across the C-64, Apple
IIGS, Spectrum, Amiga, and Atari
ST, all in assembly language.
118
Post-College Purchases...
I got tired of paying a guy to read books to me. I finally convinced
the managers of the hospital where I earn a living to hire me for 8
hours and pay me. I use that money to pay the rent, buy food,
computer supplies, and watch a movie every now and then. I now
want to seriously concentrate on game development even if
family members don't want me to, so my next computer
purchases were:
An interesting Compaq Presario 2200. I would have
stayed with the Tandy machine a while longer, but at
work, I met a guy that was praising the machine he had
bought, and he wanted to design an RTS type game. I
showed him the QB script I was working on, and we
started a type of friendship. He later introduced me to a
guy working in the same hospital, but at a different site. I
bought this machine to keep up with him. It used VGA
graphics, brought me up to date with an CD-Rom drive,
and a larger hard drive. It also introduced me to the world
of Windows. The Tandy machine had its own GUI called
Deskmate. As Commodore and Atari went out of
business, I abandoned my interest in the Amiga and ST,
though I wish I had bought one when I had the chance.
With my
friendship
with Randy
Morgan, my
interest in the C++
language increased. I bought
scores of books on learning C++, 3d
game design and DirectX. It was with this machine
that I purchased my copy of C++ Builder and Delphi. I
later relinquished this machine as a settlement to a bad
deal with a disgruntled customer. I could not fix her
computer that I promised to fix.
The HP Slim line (in name only!). And now we're
back to the Compaq world. I liked the Compaq
machine so much that I went back to them this
time under their Hewlett-Packard model. My
other choices were Dell and Gateway, but with
Dell, I didn't like their mail only service, and
Gateway wasn't sold in nearby stores. It was
this machine that introduced me to flash drives
and USB ports. I still own this machine, and use
it as my primary machine for game
development, writing, and artistic endeavours.
Onto the notebook end I had bought.
Unfortunately, I forget the name of this
machine, but it was a black and white used
machine sold to me by Beverly Kniffen. She was
the same lady that handled my first bankruptcy
claim. I had intended to use it for writing.
Unfortunately, my brother had sat on it and
broke it.
DUMPSTER DIVING
The IBM Aptiva. I just knew
that this was a bad deal
the whole way around.
While the machine itself
wasn't bad, the way I had
purchased it was, and it is
this event that sheds a
black light on this
machine. I bought it
through a rent to own deal.
It took me two years to pay
for the machine. It was a
used machine that the
rental company overcharged
me for. A deal I
will never make again. I
later threw the machine in
the trash when I moved.
The (well loved) Averatec 3500. I really
like this machine. It has gone trough
some hard times. It became cracked,
only has a DVD drive, but can write to
CD. It has four USB ports, and Windows
XP. It was also the first computer that
introduced the new type of laptop that
manufactures called tablet pcís. You are
able to swivel the screen and close it,
and use it as a tablet. I use my Slimline
when I am at home, and this machine
when I am away from home. I also use
this machine to write and artistic
desires.
The Post-Employment Years
I am now retired, and I earn a good enough
sum of money to pay for rent, and food,
and other basic necessities of life. The rest
is learning how to manage my money, and
putting a check on my desires (more
computers, video games, leisure time).
Lucky enough I didn't become addicted to
drugs, alcohol, or cigarettes. My current
studio is comprised of two HP Slimline
desktops, two HP Stream laptops. While
there are many projects I have in my mind,
my current are:
Johnny Trouble ( while not exactly a FPS, it is a trivia, puzzle based game).
You have a choice of playing two characters who are searching for
government agents that have been abducted. It is being developed using
the Torque3D engine that was created by the GarageGames set of
programmers. I hope to have this game completed within three months.
Universe (the public domain game published by SPI in the 1980s) It is an
RPG game that I plan on to develop using the Godot engine. I think this
might take some years to complete.
Delta 11 (a machine language game for the machines C-64, Apple IIGS, ZX
Spectrum, Amiga, and Atari ST, and Tandy 1000TL) Like most of computing
nowadays, I'm too am jumping on the retro computing bandwagon.
An Youtube channel. I don't plan on becoming a millionaire overnight. This
channel is made for a bit of money, to keep myself relevant in the world,
and have a bit of fun.
Thanks and
Happy
Holidays.
120
With it's Sinclair Spectrum vibe and
isometric madness, IWasAdam spills the
beans on his stonking hit: VivaMortis.
Well, the inspiration was the recent SyntaxBomb competition:
'8 Bit Wars'. I decided on the spectrum because I liked the
palette and had a spectrum back in the day. I also wanted to
see how far I could push things while keeping the same look
and feel.
The isometric was a no-brainer because I loved all the
Ultimate hits: 'Knightlore', 'Alien8', etc. My first thought was
to update 'SaberWulf' to isometric and while this was going
well, other Syntax bomb members felt that the main
SaberMan character should have a more unique look. So he
got covered and then became Mortis.
Once Mortis appeared
everything just sort of fell
into place. The colors
suggested a Mexican feel
and the skulls fitted my
thoughts and the basic
style. What was really good
was how the low res
graphics were brought to
life. I found
that a good
things was to
put a 2 pixel
black border
around all
sprites, this
made them
POP much
more.
122
The graphics were created entirely in my own
sprite editor: FontSprite. I use this because is gives
me very quick results, fast color changes and
animation and I know it will always work when
ported into the game engine as they are based on
the same internal code. It has the palettes, the
brushes, the complete spritesheet and all the tools
I need. It's also doing well on its own with nearly
2,000 downloads and I try to keep it frequently
updated.
The sound was interesting as it has been a longrunning
project I have been working on in the
background for ages. It is a completely new sound
engine which allows me great flexibility both in
creating the sounds and also sequencing them.
The 8-bit sounds are just simple single square
waves as with the original Spectrum, and the
sampled sounds are suitably low-fi and respect
the new Spectrum Next capabilities. Switching the
sound track was just a case of muting unused
tracks.
123
The last thing was the map. Again this
was created via another customs project:
FontMap. This takes a font (created in
FontSprite) and allows you to construct
'maps' with many different layers in the
same file. Both the room layout and the
actual world map is designed here and
imported into VivaMortis. I just reference
the required map data and interoperate it
as I need. The same tools have been
honed and used with every game I have
produced, so they are quite advanced and
more bomb-proof now :)
124
The Spectrum vs Spectrum Next
graphics options were created
using a custom shader. once I
got it working I could just
forget about it, as it did the rest
and always perfectly!
Because Viva Mortis has been
soo popular I am very tempted
to do a sequel. I have some
ideas including one about
Mortis's pet dog: Fido. So that
could be called "Fido Mortis"!
Let's just see what happens eh?
So... Did you play VivaMortis?
Did you find the 5 runes? Did
you wonder how color graphics
could turn into black and white?
Or Did Mr De'Ath just munch on
your tired ole bones!
https://adamstrange.itch.io/viva-mortis
125
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By MagosDomina
Unkown 3D