Bob Smith, a nowadays ZX81 and ZX Spectrum coder has been kind enough to answer a long interview for our last Yo Tenía Un Juego issue. Since it was published in Spanish we've thought it could be of interest to all if we also post the original in English here on the blog, so here it is: the complete interview. Enjoy!
Hello Bob, first of all we’d like to thank you for spending some of your
precious time answering to our interview.
•
Let’s start talking about your beginnings playing videogames: Which one was your first computer? How old
were you when you bought it? What’s the earliest memory that you can bring back
about those times?
My first 'real' computer was a ZX81 when I was
around 9 years old. We'd had a couple of
consoles before then (a Binatone TV Master mk IV and a Philips Videopac G7000)
but the ZX81 was the first programmable computer.
•
Did you only play back then? When did you feel the desire to develop
your own programs?
Everything I played on the ZX81 was first
typed-in from various books available at the time, as a single book of 20 or so
games was obviously much cheaper than a number of tapes, and I never could get
it to load anything from tape. I think
my parents also felt that having the books might ignite an interest in write my
own stuff, and they were right.
•
In the 80’s without the assistance of the Internet in Spain, the fact of
learn how to program was much more difficult than nowadays. The few related books that came over to our
country weren’t translated from English so it was a really tough work for
Spanish kids to read and understand them. In your
particulary case, how did you learn programming?
Books, and magazines, for the ZX81 were
plentiful here in England, and the machine's manual itself covered every aspect
of BASIC programming. Having the
listings meant that you were naturally drawn to wondering what each line did,
and so you would start changing certain lines to see what would happen, and
that would lead to starting to write my own simple games.
CKICK "MÁS INFORMACIÓN" TO CONTINUE READING...
CKICK "MÁS INFORMACIÓN" TO CONTINUE READING...
•
Did you own any other computers than the Spectrum? Why did you choose
the Sinclair model in order to develop
your videogames?
I got a Spectrum a few months after it was
launched in 1982, and as I'd spent so much time on the ZX81 it was logical to
coninue with the same brand. Once I had
that machine the ZX81 was packed back into its box and largerly forgotten as
the Spectrum was a much better machine - having colour, sound, and a much
improved keyboard - and I could get the tapes to load!
•
Which games did you play most of your time? Why?
At its launch the range of games was quite
limited - so a lot of time was spent playing some of those launch titles, such
as Planetoids and Space Raiders. After a
year or so better games, and many more of them, came out and you really had a
choice. I remember playing the early
Ultimate games a lot - Jet Pac, Cookie & PSSST! - and we once had Manic
Miner running for over eight hours and being rather worried about the heat of
the power supply. It was also a case
that you'd have some friends around to play the games and take it in turns to
play, so arcade games were much more fun for that than an adventure game for
example. I continued to program my own
games on it, but it started to dawn on me that I wasn't going to write anything
like Jet Pac by using BASIC, and so decided that I would have to learn
machine-code to do that.
•
It’s well known that Sir Sinclair’s Spectrum weren’t designed as a
videogame machine but for more serious purposes and, in fact, he felt quite
upset when his device was related to videogames so it’s ironic how time has
shown that its commercial success is totally link up to the entertainment
software. Is that the reason because it’s more difficult to program it than any
other peers system?
I wouldn't say that the Spectrum is difficult
to program. Certainly the lack of any
real hardware support for graphics or sound meant that you had to learn how to
do those things first, but after that I don't really think it is very different
to any of the other machine of the time - and that lack of any hardward support
meant that you weren't forced into thinking a certain way. Sinclair BASIC is a very rich language as
well, meaning that it is very easy to start learning and get something running
in a short space of time.
•
Your games have many different styles: arcade, shoot’em’up, puzzle,
platform, etc. but they have in common that their way of playing is easy to
learn but hard to master… What is your favorite genre to program and to play?
I've always been a fan of platform and puzzle
games, but I'm currently enjoying programming different types of game and the
unique challenges that each presents.
Once you've written a few games you amass a library of knowledge and
routines, and so after that it's the logic behind each type of game which
presents the new challenge.
•
Many people consider that the influence of the Spectrum in their lives
goes beyond being just a device with which you will have fun for a while and
looking back they realize that this little computer was crucial to determinate
the kind of people they are nowadays: their hobbies, friendships, people they
have known and even the career they have chosen. How far has the Spectrum influenced your own life?
I think it would have to be the ZX81 which
played the most influence in my life, and not the Spectrum, as the ZX81
produced an interest in computers and showed an early talent in
programming. Certainly if it wasn't for
that I think I might have just played games on them, especially as there were
no computer lessons at School as there are now, and so might now have a
completely different career to the one of a programmer that I have now.
•
Before talking about some of your games, we’d like you to talk to our
readers how they can get them, because we have known that it’s possible to buy
physical copies because of the support of a stockist.
All the games for both the ZX81 and Specturm
can be downloaed from my Website - www.bobs-stuff.co.uk - and most of the Spectrum games can also be found at the World Of
Spectrum archive. As for real physical
copies many can be purchased on cassette from Cronosoft, although the latest
ones, and most of the ZX81 games, aren't on there yet.
•
If there is something that defines you as a programmer is that you get
maximum performance from the Spectrum lack of RAM. Even so, since 2010 you’re
developing videogames for the ZX81, a more technically limited computer with only 1KB of RAM that
can be expanded to 16KB. What led you to
make this decision?
When I started writing for the ZX Spectrum
again in 2005 there wasn't a huge amount being written for it - Jon Cauldwell
was really the only person I remember doing anything at the time with regards
to new games. Slowly myself, and other
coders, appeared on the scene and since then more and more titles are being
produced for it each year. In 2010 I'd
found that ZX81 I'd boxed-up all those years ago and it started me to wonder
what that scene was like now, and was rather amazed and upset to find that the
quality of most of the games for it was much the same as they were 30 years
earlier - largely slow, single-screen, and written in BASIC - and I felt that
surely the ZX81 could do better than that and so set myself the task of trying
to prove that point. Since both machines
share the same Z80 processor I already knew the language, so it was just a
matter of understanding the machine itself, and starting to see just what it
was capable of.
•
Being honest, did you ever, due to the technical limitations we’ve just
talked about, freak out and seriously think about giving up and spend your time
in any other system easier to program than this one?
On the contary, the challenge is what makes
this interesting! I'm foremost a
programmer, and trying to get the most from a machine is what interested me
with these old computers. Initially I
wondered if the ZX81 wasn't actually capable of more, but with each game I've
written for it I think I've managed to keep getting it to do the impossible.
•
I’ve played all of your ZX81 games and have to say that I was really
surprised about all the stuff you’re
able to do with a device like this one. Could you explain us how can you fit in
16KB addictive games with option to redefine the controls, animated menus,
codes that allow you to start the game from any level, the chance to save the
current game, scroll, isometric view…?
16K is actually quite a lot of space to fit a
game into. One of the major differences
between the ZX81 and machines like the Spectrum is that everything is
character, not pixel, based, and so all the graphics on it take seven times
less memory than they would have on the Spectrum, giving much more of the
available space over to the game itself.
One of the things I really wanted to do with the ZX81 was keep the same
level of presentation as the Spectrum games had, and so having good menus and
responsive controls was very important.
•
One more of your merits is that you’ve made the first conversion from a
Xbox360 game to the Spectrum. How did you make that decision? What difficulties
did you find while doing so?
Gem Chaser was written by a friend I used to
work with, and so we'd often chat about our games and what we were going to
write next. Some of his first Xbox games
- Miner Man and Noir Shapes - I'd converted to the ZX81, but Gem Chaser already
looked so much like a Spectrum game that it was an obvious choice for that
platform. As a title it was easy to get
up and runnning as it's a very simple concept, but as with any conversion the
hard work is with making it behave in exactly the same way as the
original. As I got each set of the 70
levels converted I'd play through them and often had to tweak the player's
movement, or another aspect, slightly so the new levels could be completed, but
I'd then have to go back and play all the levels again to make sure I hadn't
subsequently made a previous level impossible.
•
One of my favorite games is LumASCII, a shoot’em’up exclusively made
from ASCII code, whose visual appearance is much better than other games that
use traditional graphics. Was the designing and animating work harder than in
other games?
Although there are lots of paint and sprite packages
available to design bitmap graphics on there's very little like that for ASCII
graphics, and what I could find didn't handle colour which is very important in
this game, and so all the graphics had to be individually hand-coded. The other thing is that most ASCII art you
would have previously seen is on a very large scale with small characters,
which was not something I could use on the Spectrum, so each graphic needed a
lot of work to make it look good and animate well on a Spectrum screen. I'm really pleased with the result though,
especially the crabs and bats.
•
You made the “Horace in the Mystic Woods” Spectrum version, originally
only available in Psion palmtops. Do you know
the author’s opinion about your work?
I'd contacted the original author of the game,
Michael Ware, right at the start of this after the Mojon Twins said that they
wouldn't be able to work on the game.
Michael was very supportive of the game and provided the original code
and graphics for it, although these couldn't be used directly for the Spectrum
version as they were in a different language.
I hadn't even seen what the game was about when I agreed to do it, and
then I discovered that there wasn't any emulator available to play it on, and
so I brought a Psion machine and a copy of the game from eBay to play it on
(Horace's scream in the game is actually recorded & sampled from that Psion
machine)
•
There’s a nice story that justifies that “Dominetris” doesn’t have a
loading screen, would you mind to share it with our readers?
I'd forgotten all about this! When you start programming a machine it's
always good to start with something simple and familar to get to know the
machine with, and Tetris is great for that which is also why it was my first
ZX81 game. You can also write Tetris in
a small amount of memory as there are no maps or complicated graphics to store,
and so even with a custom font and everything the game was still only about 4K
in size. Since this is half the size of
a loading screen I thought it would be a little silly to make the game take 3
times as long to load by having a screen, so decided that it would be better
without one.
•
"Stranded" was your first game, in the late 80’s and,
apparently, you tried to publish and distribute it, but finally you didn’t have
any luck. In my opinion, the game is great being a first attempt: the movement
is very smooth, it has colorful graphics and addictive gameplay. How much of
the original "Stranded” is in the
one that is available nowadays?
The only change between the '80s version and
that you now play was in the scrolling message on the title page - everything
else is exactly the same. Although I
could have made improvements I felt it was a playable game, and a bit of
history, and so I could better spend my time on the next game.
•
"Gem Chaser 2" is your latest creation to date. What novelty
will find the ones who have played the previous game?
Gem Chaser 2 isn't just about new levels, but
an entirely new engine and scoring system, in order to make the game more
accessible and playable. The goal was
always to make a game that everybody should be able to enjoy no matter how good
they are, and so it's quite straightforward to unlock and play all the levels,
but not so easy to achieve all the awards and complete 100% the game.
•
I guess that you've been improving your way of working over the time.
Could you tell us how you develop your games: Do you plan everything writing
down on paper or do you start typing code on the keyboard from the outset? How
many of your games have been programmed on a Spectrum and how many have been
programmed on a PC?
Only the original Stranded was written on an
actual Spectrum - everything else has been developed on a PC/Mac as the whole
development process is so much better and faster. I usually start a game with a paint program
doing a quick mock-up for how it might look, and after that it's back to pen
& paper as I try to work-out the game logic and the best way to do it on
the machine. I then try to get the main
game-loop running so I can play a level and see if everything works as it
should, and this is usually done by adjusting the code of a previous game so I
don't start from scratch and have all the routines available to me. Then, if all is good, I continue coding but
returning to paper when I need to work out the best way to solve a problem.
•
Tell us about Lee du-Caine, the musician who runs the sound section of
your games. Had he previously know something about the Spectrum or had he
already worked with it? His skills with the
AY chip certainly suggest it!
I came into contact with Lee through the World
Of Spectrum forums when I asked for AY-music for the first Farmer Jack
game. Lee brought not only his expertise
of music and sound-effects to the game, but also helped with making them more a
part of the game - rather than an after-thought. Certainly I think his work is among the best
music that's been done on the machine, especially as all the tunes are his own
original compositions. Stranded 2.5
really benefitted from his input and has over 40K of AY tunes in it - so much
that we made a CD of it available at the time.
I don't know if his work on Farmer Jack was his first for the machine or
not, but he is an accomplished musician and has a natural talent.
•
I guess in your everyday life you’ll
have your own work, duties, etc. How much time do you dedicate to
program games? Do you test them yourself after finishing them or do you send
them to a friend to do the beta-testing?
On average I probably get around five hours a
week to work on the games - sometimes a lot more, but often less - depending on
what else needs to be done at the time.
I usually write them in secret until I'm happy that there is a game that
is worthy of being released, and then start to mention it and put screenshots
on my FaceBook page. I then contact
various people to see if they'd like to test the game, and make any possible
changes they suggest. I try to pick
people who have donated money to the development of the games via my website as
a thank-you for believing in me.
•
Almost everyone of your games include a tribute to classic games or
programmers as in "Splattr"
(Don Priestley) or "One Little Ghost" (Pacman). In your opinion, who
is the programmer who took the most out of the Spectrum? Why?
I always try to write something different each
time, or something that hasn't been done in the past - I'm a programmer and
always love a new challenge. LumASCII and splATTR are both games that I think are
unique to the Spectrum, and I like that people were open-minded enough to
accept them, although I doubt any publisher would have touched a text-based
shoot'em-up at the time. I don't really
have any programming heroes, but love games which very playable with good
presentation - and so the Ultimate games were always an influence, along with
many of the Vortex games which I felt were a little different from much of the
output at the time. I remember being
amazed by Jet Pac, Knight Lore, Cyclone, and Highway Encounter.
•
Do you enjoy in the same way playing contemporary games than playing
with classic games? Do classic games have something you lack in the current
games?
Aside from the one I'm currently writing I
really don't play games much these days, either contemporary or classic, as I
don't have the time to invest in them anymore.
•
Nowadays the process of developing a game is very similar to shooting a
film, current computers and consoles have as much memory as a programmer may
need. Does it mean that new programmers doesn´t have the ability to take
advantage of each system?
I don't think any machine out there has enough
memory, or processing or graphical capability, as a programmer would like -
since as each machine gets better and faster you usually need to do more with
it to have a game that looks and plays well.
For example, the graphics on a 16K ZX81 game might take 4K at most - so
25% of the memory - but they're monochrome and very low-res, whereas on a
modern platform it would likely be in 3D with meshes of thousands of polygons
for each character, and textured in full colour and at a high-resolution - and
so could would probably take at least 25% of the memory, usually much more - so
nothing is really different in that respect, just that the standard is higher.
•
In between your creations you proudly introduce “Only Text Grand Prix
2009”, a curious view of a racing game that you presented to the
com.sys.sinclair Crap Games Compo 2008, peaking at 18th place. What
would you say to someone who has completed all the circuits of the game by the
same number of laps than in real racing? Do you know
someone who has achieved it?
Has anybody actually done that? If they have I think they deserve a
meddle! I couldn't even guess at how
long it would take to complete such a task, many hours to be sure.
•
Are you working on a new game at the moment? Is there anything that you
have not done yet for the Spectrum and you’d want to try? Maybe a text adventure?
I've actually just finished work on a complete
conversion of the ZX Spectrum game 'Ant Attack' to the 16K ZX81. I actually had the idea of doing an isometric
game nearly two years ago, and that initially led to writing One Little Ghost
as a test to see if the ZX81 could handle even a simple version of the
genre. After that was such a success I
felt Ant Attack could also work well on the machine, and set about trying to
get everything to fit into that 16K, and be playable as well.
As for genres I've not tried, yes, I've not
written a beat'em-up, a racing game, or any kind of adventure game yet, and so
any of those could be possible in the future as I love trying something
new. Whether they'd be on the ZX81,
Spectrum, or some other machine I couldn't say though.
•
I’d like to ask you about some classic Spanish games to know if you had
the chance to play them and your opinion about them:
•
Mad Mix Game
•
La Abadía del Crimen
•
Game Over
•
Army Moves
To be honest I've never played any of them
before. Thinking back I certainly
remember Game Over due to the cover art causing some controversy at the time,
but I'd probably stopped playing games on the Spectrum by around mid 1987, as I
was concentrating on writing Stranded, and then moved onto the PC. I think the last Spectrum game I played at
that time was Level 9's Gnome Ranger adventure.
•
What was the image of the Spanish games during the 80’s in the UK? Would you highlight any other Spanish game?
I don't think we knew that they were Spanish
games really - just more quality games from some big publishers.
•
There’s a link to the Mojon Twins, Spanish programmers, in your website.
Do you keep in regular contact with other people with similar interests?
Not really.
I pay some attention to the World Of Spectrum forums, and the similar
Sinclar ZX World ones for the ZX80/ZX81, but aside from that I'm relatively
quiet on the scene, and use my Facebook page as a way of letting people know
what I'm currently up to as it covers everybody who's interested in a single place.
•
Thank you very much for your games and for your time, Bob. Would you
like to add something or say something to our readers?
I'm always overwhelmed by the interest in the
games that I produce, and it's amazing - because of the internet - that they
are played and enjoyed around the world, and so I'm very grateful and humbled
by the support I get - so thank you all!
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