Archaeology

By P.Symons - First Revision 18 June 2008 - This Revision 27 June 2008

Reflections

Time is a cruel taskmaster.  Looking back on all those days and months studiously staring at tiny TV screens crammed with fuzzy text, learning to program, it's easy to forget just how much time and effort was expended and how quickly those days fade into obscurity and finally oblivion.  Yet many things still remain; the fun, discovery, triumph, and indeed dispair at the occasional Appocalypse Bug.  I've always tried to keep track of all the things I and friends have done in the past, taking great pains to avoid losing all those memories.  Until now I've kept these archives safe and hidden, migrating them from one storage format to another as times have changed, but I reviewed some of these archives recently I thought it might be fun to document some of it online for posterity and anyone else who may find old computer curiousities interesting. 

Of course 'old' to me is the eighties and early nineties, hardly the era of valves and punch cards which many would consider historical as computer history, but in many ways I think the eighties era is the most historically interesting, giving birth to our modern world of PCs and the internet. The real heros of this time are well known to history, but there are countless other more obscure souls who grew up then but were never in the right place at the right time to make it big.  They all still shared in the excitement and contributed in their own small way to the magic.

(Note that the eras below show the computer that I was primarily using during those years.  The computers themselves may have existed long before, and after, the years given)

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.


Unfortunately a working version of this program doesn't exist.
Watch this space




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.

Orbits (2000)

P.Symons

Windows / Direct3D / Delphi



An early attempt at using Direct3D, Orbits was a sophisticated space simulation that puts you in the pilot seat of a spacecraft as you explore the solar system and beyond.  It used a gravimetric engine to calculate the orbits of the bodies and their influence on each other, including your own ship.  The engine used a proprietary high-resolution floating point layer and was so accurate that several mistakes were discovered in the books I was using as reference!  A neat interface overlaid the 3D environment and provided the navigation and controls for your virtual ship.