| Sinclair Spectrum Era 1987 - 1990 | ![]() Image by Bill Bertram |
My particular story begins some time in 1987, when the Sinclair 48k Spectrum, affectionately known as the 'Rubber Doormat', and its descendants were taking the world by storm. Primitive, with poor graphics and a hideous RSI inducing keyboard, it was a fantastic machine for kids to learn about computers. Using it and other similar machines (like the Commordore 64), a generation of the world's best engineers taught themselves their future trade in their bedrooms. Bought on a curious and rather expensive whim, my family's Spectrum sat forlorn for some years in the corner of the dining room until one fateful day in 1987, for a reason I cannot recall, I chose to read through the orange covered technical manual, then still pristine with all its pages still retained in the awkward spiral binding, wondering what the table of mysterious mnemonics were in the appendix. From that day forth, for good or ill, my destiny was set. I still have boxes of tape cassettes packed full of Spectrum BASIC and Machine code software developed back then, much of it dreadfully bad and banale, arising from the mentality of a child, so I will not exhibit any of it here...;) Surfice to say, I still have that orange covered technical manual; dogeared, motheaten with pages adrift. An evocative and cherished momento. |
| SAM Coupé Era 1990 - 1993 | |
| In 1990 the 'SAM Coupé'
computer emerged from an obscure Welsh
company; 'Miles
Gordon Technology.' (MGT) whose remit until then had extended only to
peripheral expanders for the Spectrum. It was a remarkable and
ambitious step for them, incorporting state of the art ASIC technology
and a startling and captivating case design. It was essentially
Spectrum compatible
but introduced 3.5 inch floppy drives and a new 16 colour-per-pixel
screen mode, relegating the
classic Spectrum colour-clash and cataleptic strangled-canary loader to
history. Unfortunately, the
machine didn't have the horsepower to match the increase in screen
memory,
so its early promise was never realised. The computer failed to
make the big
time, and MGT sold some tens of thousands of machines, largely to
enthusiasts in Europe, before all sorts of
sad problems brought the company to an end. Rescue packages fell
short and the community
struggled on for some years before fading away into obscurity.
Of course, with the rise of the internet things seldom die completely
and there is still a small following of enthusiasts on the web if you
care
to search. However in 1990, with these shortcomings still in the future, little could dampen my enthusiasm for the perculiar SAM Coupé, particularly with over a year's worth of saved pocket and birthday money burning a hole in my pocket. There was only one thing to do. Programming took off thanks to the fantastic Z80 assembler written by 'Edwin Blink', for which a friend and I trecked 15 miles to the neighbouring town where I could buy it from a computer fair. Henceforth the software projects grew exponentially in ambition and sophistication. A few notable games and other software are listed below with some amusing screenshots. Most of the graphics were drawn pixel-by-pixel, by my own hand when mice were an unheard of luxury, and I am no artist, so I make my appologies beforehand(!) They were captured from my functional archive running on the SimCoupé PC-based emulator. |
| Millipede
(1991) P.Symons Z80 Assembly Language A multiplayer game based on a very old much recycled concept. The twist in this version was the multiplayer capability and sophistication of the AI which would often outplay a human. |
|
| Space
Simulator (1991) P.Symons Z80 Assembly Language A simulation game where the player could fly between star systems. |
|
| Forteatoo (1992) P.Symons Z80 Assembly Language |
A mad platform romp which took
inspiration from certain well known
console-based platform games of the era. In this case featuring
the 'Sam' robot character exploring enormous scrolling levels
collecting the obligatory goodies. The primitive graphics never received a makeover from a proper artist, and the concept suffered from the SAM's underpowered CPU. The project was eventually abandoned. |
|
|
| Boibs (1992) P.Symons Z80 Assembly Language |
An unusual puzzle game that
required
lateral thinking and a warped
imagination. It was reincarnated on different platforms in
subsequent years. This first version was released as a magazine
cover game. |
||
|
| Wopgamma (1992) P.Symons & A.Fish Quantum Software Z80 Assembly Language |
The jewel in the crown of this
bygone era of work that became a Sam Coupé classic. Written with
Andrew
Fish, in the dastardly duo that was 'Quantum Software', and with
professional graphics and sound, it was published under the 'Revelation
Software'
label. Inspired by the well known game; Boulderdash, it moved beyond Boulderdash's limited scope, deliberately introducing different physics and novel concepts, thrusting the player into 99 fiendish levels of mindbending mayhem. (and level 67 really was possible - once) Wop Gamma was originally intended to be published with a back story for those who feel that a back story is really important to be able to empathize with the characters. Unfortunately the back story was never printed and released. So here for the very first time in history is that back story but be warned, it was intended as a satirical swipe at games that take themselves too seriously. It's pretty stupid and very much born of its time, although I have attempted to clean up the grammar and flow a little. |
||
|
| Queword (1992) P.Symons Quantum Diode Software Z80 Assembly Language with supplimental SAM Basic components A powerful text editor I created that subsequently played host to some of the earliest literary efforts from myself and friends |
|
| Tetroids
(1993) P.Symons Quantum Diode Software Z80 Assembly Language A dual player version of the well known puzzle game, where you pit your wits against a friend or use the crazy mode which introduced various balmy surprise upgrades. |
|
| Onslaught (1993) P.Symons Quantum Diode Software Z80 Assembly Language |
With promise of becoming a SAM
favourite, Onslaught was not a puzzle
game, something that was due to cause mass rejoicing from the
beleaguered
and puzzled-out SAM users. It was an all-out fast and
furious blast-the-aliens fest inspired by the popular RobotZ game on
the Atari ST but with the added bonus of being multiplayer. With
graphics and level design all in advanced stages, it was a tragic that
Revelation - all that remained of the SAM Coupé parent
companies -
finally gave up the ghost and closed. The game never saw
commercial
release. And with any chance of widely publishing software for the SAM now gone, I reluctantly decided that it was time to find a new platform. |
|||
|
| Atari ST Era 1993 - 1995 | |
|
The Atari was one of two logical steps for home computer
enthusiasts, the other was the Commordore Amiga. A great rivalry
used to exist between the two camps that may still persist! Both
machines made use of the Motorola 68000 processor running at
8MHz.
The ST screen used had the same 16-colours-per-pixel as the SAM but
employed
a rather obtuse bit-plane screen mode that made drawing very
inconvenient. However the beautiful simplicity and symmetry of
the 68k
instruction set made it a joy to program. |
| Epson
Printer Config (1994) P.Symons Quantum Diode Software 68000 Assembly Language, GEM Interface Not an exciting or groundbreaking program but personally significant because it was my first complete 68000 assembly program on the ST. It enabled the user to configure a connected printer using the printer's special control codes. |
|
| Meltdown (1994) P.Symons & A.Fish Quantum Software 68000 Assembler |
The ST version of a Quantum game with a legacy originating on the SAM Coupé. Meltdown was a board-game game where you eliminate your opposition by creating a chain reaction that takes over the board. Disarmingly simple to learn but fiendishly difficult to master the strategy. The interactions between the atoms could turn an apparently winning position into abject failure in a single turn. | ||
|
| Boibs (1994) P.Symons & A.Fish Quantum Software 68000 Assembler |
The ST version of Boibs had
massively upgraded graphics (definately my finest to date) and was a
substantial reworking of the
original SAM version. |
|||||
|
||||||
| Conquerers (1994) P.Symons Quantum Software 68000 Assembler |
An RTS of vast scale where the
players take the role of military generals commanding armies of
vehicles, ships, aircraft and men marauding across a huge map. A
groundbreaking command and control system promised a sophisticated AI. |
||
|
| PC - The early Era - 1995 to 1999 | |
|
Inevitably the move had to be made to the IBM compatible PC
platform. Those horrible grey boxes with all the asthetic charm
of a rusty radiator were taking over the world and the future was
unavoidable. They were just beginning to become usable gaming
machines and classics like Doom and Doom 2 had already shown the way
ahead. By this stage I was in the last year of university, but
even with a life of work looming, the fun didn't
stop. |
| Drunken
Raiders (1995) P.Symons & A.Fish Quantum Software DOS (Vesa Graphics) C & x86 Assembler |
Now there's no getting around
it, Drunken Raiders was SILLY and no mistake. A bit of fun and
frivolity, this game was ostensibly a
realtime strategy, and involved beating the hell out of your viking
opponents in order to dominate the land, using catapults, phalanxes of
men, and ships. The process is somewhat complicated by the
keenness your men have for drinking. The sampled sound effects
ranged from the hilarious, extraordinary, to the downright bizarre -
with
dreadfully bad attempts at regional accents. The graphics weren't
my finest hour. This was definately a game of its time, conceived as it
was whilst we were still at University. |
|||
|
| Meltdown (1995) P.Symons & A.Fish Quantum Software 1st PC Version (1995): DOS (Vesa Graphics) C & x86 Assembler 2nd PC Version (1998) Windows / DirectX C & x86 Assembler |
The PC versions were remakes of
a
Quantum classic that had existed in various guises on the SAM Coupe and
ST. Meltdown was a board-game game where you eliminate your
opposition by creating a chain reaction that takes over the
board. Disarmingly simple to learn but fiendishly difficult to
master the strategy. The interactions between the atoms could
turn
an apparently winning position into abject failure in a single
turn. The clever AI was very hard to beat. The two PC versions, DOS and Windows, were visually identical using a 256-colour screen mode with graphics ported from early and incomplete work for an Atari Falcon version. The screenshots below are taken from the Windows DirectX version. |
|||
|
PC - The New Millenium - 2000 to Present
So we have reached 'modern' times, at least it feels that way even
though the first decade of the twenty-first century has nearly passed
us by. The often observed phenomena of time passing faster the
older one gets seems to be all too true.
I have listed some of the older 21st century stuff here, although the
other programs that were worthy have been released on this website and
are still available for download; TheMatrix screensaver, Chain
Reaction, and now in 2008; Polyzorg. It's a sad fact that one man
alone cannot come close to the size and sheer beauty of games available
from professional studios employing hundreds of staff, particularly
when persued only as a hobby. Yet often its not about how pretty
it is, or how vast it is in scope, but about observing the failings of
these big budget titles and creating a little piece of software that
fill the gap. Polyzorg arose from that need; a ten minute blast
fest for when the mood takes you. Far too many games require
investing ones life or learning a page full of keyboard shortcuts - I
believe that many people don't have the time or inclination for this.