The Spectrum Show 008
The Spectrum Show 008
The Spectrum Show 008
DEFENDER
ARCADE CLONE
SHOOT OUT
MAKING OF FLASHBACK 86
BALDYZX GAME REVIEWS
CHEETAH HARDWARE
RAT SPECIAL FEATURES
17 Krazy Kong
FEATURES C-Tech give us the worst game in the world.
33 Stack Up
Colourful falling blocks from Zeppelin.
REVIEWS 34 Commando
Elite’s conversion of the classic arcade game.
06 The Oracle’s Cave
An engrossing graphic arcade adventure from Doric.
40 Canyon Warrior
A great shoot-em-up.
12 Sector
Arcade dodge-em-up.
41 Jock and the Time Rings
Ring collecting never was interesting!
13 Glug Glug
Underwater antics from CRL.
Want to help out?
14 Glass
Nice graphics shame about this game from Quicksilva. Send me your
reviews or features.
16 180
On the oche with Mastertronic.
Simples!
Page 2
Hello and welcome to issue 8 of The Spectrum Show
Magazine.
It’s not just old machines that are seeing this trend, the Having sent it to a recommended repairer, I was
newly released Vega has also seen it’s fair share of informed that the interface was working fine. This
wheeler dealers trying to make a fast buck. left the Spectrum (x 2 as I tested it on two ma-
chines) looking to be the culprit.
I found that rather sad, as like myself, I wanted to sup-
port the project on kickstarter and I wanted to own the So, off went my two main machines, along with two
device. I am a dedicated fan and would have kept it and other Spectrums in need of some TLC. It’s an odd
used it. feeling when your beloved hardware is handed over
to the courier.
I would not have bought it to sell on straight away at
stupidly raised prices. The problem is, the sellers have no Luckily they were only away for a few weeks, and I
way of knowing who buys their goods and probably still had my plus 2 and 3 to play with. Once back
don’t really care. though, I now have four fully serviced machines
with new capacitors and membranes.
I suppose if there are people willing to buy something
for three times the price instead of waiting a few months A quick plug for the person responsible for this
for the next batch to be made available, then fine. work, who I recommend for anyone looking to get
their machines services or repaired.
They will be proud owners of one of the first 1000, but is
www.mutant-caterpillar.co.uk
Page 3
NEWS FROM 1986
SCOOBY DON’T 128 FEVER
Elite’s much hyped cartoon like
game has been scrapped.
According to the software com-
pany, they just kept on running
out of memory.
The game had been heavily ad-
vertised as a major leap in Spec-
trum games, with superb cartoon
-like graphics and animation.
Elite say they will shelve what
they have and begin work on a
Anticipation of the new 128 machine from Sinclair is
complete re-write.
reaching fever pitch and news that software companies
are now gearing up for releases is adding fuel to the fire.
Page 4
MICRO SHOOTOUT
Comparing other micros to the ZX Spectrum
Joystick Options 2 ports built in. Joystick Options Via third party interface.
Opinion
The Dragon 32 had some pretty good features and beats the humble Speccy hands down when it comes to
sound. The standard beeper just could not compete with 4 voices and 7 octaves.
Game resolution though caused the machine problems. There were several modes but you could only run high
resolutions modes in two colours. Here I think the Spectrum wins despite the infamous colour cash.
The processor seems on paper to be slower, but this wasn't a problem for the more powerful 6809, and games
ran at a fair speed.
The Dragon’s keyboard was better, as was expansion options, but games and cost meant it didn’t sell as well.
Page 5
GAME REVIEWS
The
It isn’t long before you meet something evil and are given
the choice to move or fight. Fighting is shown as a series
of lightning flashes sadly, no animation. The outcome will
be good or bad based on your stats and those of the
thing you are fighting.
Page 6
The monster’s combat value is shown next
to yours so you can decide to fight or run.
As you move and fight your energy is de-
creased and you can either eat food or rest
to replenish it. Resting uses up precious
time though and you only have five days.
Recommended.
Page 7
FEATURE
The Making Of...
Amiga Version
Page 8
Frogger-like game that gave me the
With my discovery of Johnathan Cauldwell’s Arcade Game basic movement.
Designer around 2009, a Spectrum version of the game
has always been at the back of my mind.
I have tried many times to make one, but each time I ei-
ther got distracted or hit problems that I could see no
way out of. The main issue was the jump mechanism. AGD
has jump routines built in that didn’t conform to my ra-
ther odd structure. I did make several attempts to get
round this, but had to give up. One game came very
close, but I had to change it so much to fit in with AGD
that it ended up being a totally different game.
My next attempt in 2012 failed and so we move to 2014.
A few things conspired to bring me to this point. First the Evolution of the bald man...
Anniversary edition of The Spectrum Show has just been
released and it included footage of my poor BASIC game.
In response some people in the World Of Spectrum fo-
rums asked if I would release it. That scared me, I mean
the game is sluggish, has bad collision detection and is
something I wouldn’t want made public.
Secondly I have been messing about with AGD trying to
make a kind of updated Frogger game. For this I had to
limit the movement of the frog to set distances, so the
jumps are 32 pixels at a time. The movement between the
positions is smooth and animated, but the sprite can only Review of the Amiga version.
ever be 32 pixels left, right, up or down from its current
position. This was more or less the same mechanics need-
ed for Baldy.
Mechanics of Movement
Armed with this new bit of Frogger mechanics infor-
mation, my first job was to build a few platforms and try
to make the player jump in fixed lengths.
The normal jump arc implemented by AGD was not suita-
ble so I had to come up with my own jump mechanism.
After a bit of thought I decided to hard code a few simple
rules that, when complete, worked really well.
Upon pressing the jump key the sprite is moved up 4 pix-
els and a variable is set to the horizontal sprite position,
plus or minus 30 depending on the direction of the jump.
I then move the sprite left or right until this variable is
reached at which point I call the FALL routine to allow our
hero to drop down onto the platforms.
With this simple piece of code in place, the main control
and basic game engine was coming together quickly. To
create new levels I just had to draw the graphics for each
level, paste them onto the screen and the engine took
over.
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FEATURE
The Making Of...
Crouching
Early crouching concepts.
For this the main sprite had to crouch down to avoid low fly-
ing projectiles, but because the sprite sizes are fixed in AGD, I
had to take another approach as just changing the image
would still detect a collision.
I decided the best method would be to have a flag or varia-
ble that indicated if the player was crouched. If this was set,
by pressing the down key, the sprite would drop down 8 pix-
els and the sprite image change to a crouched version of the
Baldy sprite.
This would be enough for the projectile to pass over his head
and at the same time leave enough room to actually draw
the sprite and make it look like he is crouching.
This was fairly easy, and much the same as the jump routine.
With the variable set, the sprite’s vertical position would be First crouch image. Changed in re-
lowered by 8 pixels allowing any overhead projectile not to
trigger the collision. Then I hit problems. lease version.
Crouching and jumping caused a whole world of pain be-
cause the jump routine simply moved the sprite up 4 pixels
as previously coded. This meant the sprite ended up in the
middle of the platform.
To get round this I had to detect the crouch flag in the jump
code and subtract the 8 pixels before jumping. With that bit
now working the next task was the teleports.
Teleporting
Getting the transporters to work involved using the two types
of blocks that AGD will allow you to check collisions for,
these are the Deadly block and the Custom block.
Creating temporary up and down arrows to help with the
layout, I place a down arrow (custom block) on one of the
platforms. I placed the up arrow (deadly) block on the plat-
form below it.
In code I could now check to see if the main sprite was in
contact with either of these blocks.
In the main sprite code, in the key press detection loop, I
simply checked these collisions. So, if the player pressed the
down key and the player was in contact with the custom
block then I added 48 pixels to the players X coordinates. In
AGD the variable X is used for vertical positioning, so you
have to remember that!
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Similarly, in the UP key loop, if the player was touching the Early main sprite - with a hat!
deadly block, I simply subtracted 48 pixels from the X coordi-
nates.
Pressing fire triggers the down transporter, but once the play-
er is moved down, the code is that fast that it automatically
triggers again and sends the player back. Sometimes this
bounces the player up and down a few times making the
whole thing unplayable.
The fix was to add a counter that triggered when the trans-
porter was activated. This counted down and stopped the
transporter from triggering again for about 1 second. This was
enough to stop the problem and all was well in Baldy land.
The player could now move across all platforms and transport
to all levels of the screen.
I added an image change to indicate he was jumping and that
was the transporter stuff complete.
Collecting Stuff
Next on my list was the collection routines. The original game
had Baldy collecting discs. For the Spectrum version it was
only right to change that to tapes.
A few tweaks to the code and Baldy could now collect the first Continued next issue
four tapes. On to the next level...
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GAME REVIEWS
Page 12
GLUG GLUG
CRL 1984
Under the waves there are all kinds of sea life that
can cause instant death, so our money hungry div-
er has be careful.
Recommended.
Page 13
GAME REVIEWS
Quicksilva 1985
Page 14
Complete this and it’s back to the aliens again. Even-
tually you’ll reach the impressive base, and you can
destroy it by just watching as your nukes head off to
blow up the unsuspecting aliens.
Once you get used to the controls, the game itself
isn’t too difficult but after about ten minutes you
begin to lose interest, only carrying on to see what
the next set of graphics will look like.
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GAME REVIEWS
Mastertronic 1986
Page 16
KRAZY KONG C-Tech 1982
As for running, jumping man, well, lets just say its very
difficult to tell what he is supposed to be doing!
If you, by some ancient magic, get past the first level, the
second level awaits, and although much easier, there is
nothing remotely interesting here. Just a few fireballs
moving in set patterns and conveyor belts.
Now for the killer… if you complete this level, level three
never arrives. There is a bug in the game that sends you
back to level one again. There were complaints about this
in various magazines at the time, but to my knowledge it
never got resolved.
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FEATURE
C heetah
Back in the good old days of home gaming, if you didn’t like
using the keyboard, your only option was a joystick. A very
popular device, with many varieties, designs and features.
This trend isn’t something new though, and for the spectrum it
all started in August 1984, when Cheetah Marketing announced
the RAT. Or to give it it’s full title, the Remote Action Transmit- These were not actual buttons though, they were
ter. similar to the old ZX81 keyboard, so there was
no mechanical parts here.
This was an infrared controller costing nearly £30. Not a joy-
stick, as there wasn’t really a stick. Not a joypad, as the term It had a battery compartment at the back for a
had yet to be mainstream – but a controller. normal PP3 battery, and once fitted, you were
ready to go.
The unit had two components, an interface that plugged into
the Spectrum, which was not much larger than a normal joy- The best thing Cheetah did with this was to
stick interface, but had a small infrared receiver in it. make it Kempston compatible, so any game that
worked with a normal Kempston joystick, would
And the RAT itself. A misty grey lump of plastic that looked like
work with this.
it had come from the set of a sci-fi movie.
To test this, I entered simple
It was about the same size as a normal television remote con-
basic program that printed the
trol and worked in the same way.
signal on port 31 – the
It had a four-way pad, despite having markings for eight, and a
large single, orange fire button.
Page 18
port used by the Kempston joystick, and made a beep if the layout, and needed two hands to make this work –
value was anything other than 0. which again was very tricky.
Running this and pressing the buttons indicated the four Overall though, it was a brave effort by Cheetah,
direction and fire were working, and also that the diagonal and the end result is an attempt to move away
directions were not detected, as mentioned earlier. from wired joysticks and give the player more free-
dom.
There was sometimes a slight delay in response which could
be down to the age of the unit, remember this is over 20 It is claimed that it will work 30 feet away. In my
years old, or it could be just the normal delays you some- tests this claim proved to be true. The interface
times get with infrared. picked up the signal as far back as I could
get, around 5 metres, but it was impos-
The best test for this device was obviously a game.. so I
sible to see the actual game at
loaded Galaxians and got ready to play.
that distance on my 19inch
Things worked well, apart from the odd delay, it didn’t feel television!
as responsive as using keys, or indeed a wired joystick. This
The unit is well
sometimes meant my ship failed to avoid a collision, not
designed
very good for gaming.
and
As I said before, this could be the age of the unit, so I can’t
really claim it’s a bad controller without a brand new one for
comparison, which is unlikely.
Next I loaded something that needed all direc-
tions of movement – Jetpac. sits
nicely in
This is where the RAT fell short. the hand, but
Moving is all directions does require two
meant you constant- hands to use it properly.
ly had to check The placement of the buttons
y o u r means it’s quite difficult to move and
fire at the same time, but the interface does
handle this.
Page 19
FEATURE
Page 20
Defender - The Game
Defender is one of the all-time great arcade games. Released in 1980 by Williams, the hectic pace, unique gameplay,
iconic sounds and difficult gameplay placed this high in the list of favourites for game players worldwide.
The idea is simple, save the planet from invading aliens who are set on abducting humans. Defend the humans at all
costs, once there are no more, the game switches up a level and all hell breaks loose.
Graphics wise the game was pretty simple; Horizontal scrolling wireframe landscape that you could fly through and a
mixture of different aliens to shoot. There was also a radar screen at the top of the playing area and the addition of
smart bombs and hyperspace to get you out of tricky situations.
On looks and gameplay, home conversion should have been easy, but many tried and failed to recreate the arcade
feeling, mainly down to speed issues.
On the Spectrum there were quite a few versions., but which one was best?
Lets play...
The radar was easy to read and accurate, and the compliment
of smart bombs were good.
The player ship explosion, one of the best features of the ar-
cade, is replicated very well too, although I did see this a bit too often!
The only bad thing to say about this game is the sound. If you have a 48K machine, you’ll be playing in silence, how-
ever 128K owners will get the better deal here, with some nice effects.
Control was via keyboard, Interface 2 joystick or Kempston joystick and was excellent. The inertia of the ship was spot
on, and really this is going to take some beating.
I am not the best defender player, but I enjoyed this game, my attention was on playing rather than dodgy graphics,
jerky movement or poor game mechanics.
This really was a joy to play…
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FEATURE
ASTROPLANER - Romik Software 1984
Different aliens attack you and after a few seconds you will be inevitably destroyed by a fast flying light blue projec-
tile that seems to just appear and home in on your ship.
Strangely you can fly through the aliens but not their lasers or bombs!
The sound is very irritating and in fact the whole thing soon annoys you to the extent you’ll want to throw it in the
bin. A terrible game…
The player ship explosion is a bit of a let down really, which seals an average attempt by Mikrogen, that although
plays well, is not arcade perfect.
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GUARDIAN II - Hi-Tech Software 1990
The player ship explosion is colourful and nice, as are the in-game explosions. The radar is easy to read and the
whole thing just oozes quality.
All of the aliens types are thrown in at the start, which is a bit of a shame, and the difficulty level is pretty tough, at
least it was for me.
Overall, another great conversion… and now I don’t know which is my favourite…
Page 23
FEATURE
INVASION OF THE BODY SNATCHERS - Crystal 1983
Crystal made a brave move when they released this
game because it had no sound at all unless you owned
a Fuller sound box. The cost of that peripheral meant
the vast majority of users could not afford it, and there-
fore the game would be silent. It was said the decision
was taken to allow the game to run at full speed with-
out tying the processor up generating sound, but what-
ever the reason, it was a gamble. and the game is cer-
tainly very fast, sometimes too fast.
Because the processor doesn’t have to generate sound
the result is a fast, smoothly scrolling game that easily
matches the arcade machine. Playing in silence really
does depreciate from the overall experience though.
But, adding the sound, via emulation of the Fuller box
really does improve it. The sound is not, in my opinion,
as good as some of the other games we have seen that do use the processor , so draw your own conclusions.
Graphics wise the player ship looks more like a jet fighter than the arcade star fighter, but the rest of the game does
look quite close.
The colour scheme does make the game look bland at times and the radar, although longer than other games, taking
up the full width of the screen, is easy to use.
Control is by keyboard or Fuller joystick and is very crisp, making the game responsive, which it needs to be consid-
ering the speed. The controls and movement make gameplay very close to the arcade.
Even with one it wouldn’t be anywhere near the top of the contender list.
Page 24
SCUBA ATTACK - Century Software 1984
The sound and graphics have both been improved from Orbiter, but I can’t help thinking I am playing an updated
version of it.
It certainly plays better but things still move in character jumps although the action is fast and furious.
Not a bad game… but not one of the best.
The inertia of the player ship is well done and the player explosion is really nice, despite the underwhelming sound.
Gameplay wise, it is a little easier than the arcade, which is a good thing for me, meaning I could enjoy some alien
blasting. The arcade elements are all there with different alien types and human abductions.
The scanner is easy to read and the action is fast enough to be challenging and there is very little wrong with this
game.
Page 25
FEATURE
STOP THAT THERE ALIEN - David Swan 1984
THE RESULTS
I have to say, of all the shoot outs I have done on the show, this one threw up the best collection of
clones. There are so many good ones, so many are really playable and so many are very close to the ar-
cade. Because of that, the goods ones are all close to each other in every aspect and it is almost impossi-
ble to pick one. At the end of the day it will be down to personal preference for each player, so my top
choices are;
Invasion Of The Body Snatchers lost points for not having sound on machines without a fuller box, other-
wise there wold be four to chose from.
I can’t separate these games, but for my own personal choice, that would be Starblitz.
Page 26
ABOUT DEFENDER
Defender was Williams Electronics' first at-
tempt at developing a new video game; the
company's earlier game was a Pong clone.
Page 27
GAME REVIEWS
Timmy 2011
Page 28
INVADERS
Artic Computing 1982
Page 29
GAME REVIEWS
All you really need to know is two things. One - you numbered houses. Finally it's back at the depot to
are in charge of delivering the mail, and two - you will find out how you've done, and get ready for the next
be doing so in an armoured postal delivery vehicle day.
called S.K.I.T. Fans of 80’s Saturday afternoon TV may
To achieve these tasks, you drive your specially
have already picked up on the connection, and just to
equipped van along side-scrolling streets, stopping
ram it home the name of your postie is Michael Nasty.
occasionally to get out and visit post boxes and
Yes, this is the Postman Pat version of Knight Rider,
houses.
just without the black and white cat, and a red van
instead of a customised Pontiac Trans-Am. So what is special about S.K.I.T? Unfortunately, at first,
not a lot. It is pretty much a regular van with the
added ability of being able to “talk” to you (in reality,
this just boils down to simple status type messages).
However, from time to time you'll obtain new equip-
ment that has, for some reason, been placed inside a
briefcase and then stuffed inside a post box. These
bits of kit (or should that be bits of KITT?) are miracu-
lously fitted as soon as you put them in the back of
the van. The most essential, and one of the earliest
upgrades you get is the ability to go into “super pur-
suit” (turbo) mode, which I'll mention again in a bit.
Other upgrades include various weapons, and objects
that come in handy for opening future post boxes.
Page 30
the game is far too easy
as long as you are a bit
careful - but I just could-
n't face going on.
The streets and business-
es that you trundle past
are represented well
enough, with a nice at-
tention to detail on the
buildings and scenery -
and the characters are
nicely animated - but
everything other than
your van is the same col-
our, presumably to avoid
colour clash. There is no
other traffic in the game
whatsoever, unless you
count the occasional air-
borne vehicle passing
overhead (including a
nod to another classic TV
series).
mercilessly run down the thugs, although you are in
trouble if you run over a regular citizen. Sound is very limited, which in an odd way creates a
certain kind of eerie atmosphere as you progress on
The only other hazard is that you can potentially run your lonely journey (aside from the occasional person
out of ways to open the locked post boxes, and there- trying to kill you). The controls seem sluggish, but I
fore not do your job - which in turn leads to game think that is more to do with the pace of your charac-
over. In fact, if you don't pick up an item that happens ter or vehicle - when you are navigating the control
to be lying on the road early on, then your career will panel from inside your van they respond swiftly
be over before it's started. enough.
Unfortunately, unlike other job related games such as Although Mailstrom offers some moments of fun early
Paperboy or Trashman, this one really is as boring as it on, as you discover new objects and see parts of the
sounds. First impressions aren't good, as your postie town for the first time, I can't really recommend it as
walks along as if wading through treacle, and initially anything other than a curiosity. As a full price release
your van drives in much the same way. This makes pro- this would surely have led to disappointment once the
gress very tedious, even when you get the turbo mode, shallow gameplay was exhausted. Strangely, it is one
as you still have to get out and crawl your way towards of the few Ocean Software titles that didn’t get a re-
a door or post box, and then getting the van going release on their budget Hit Squad label, where it would
again takes far too long. have represented much better value for money.
The main enjoyment I got from the game was discov-
ering the different upgrades for the van, and other ob-
jects. Once most of these are found, which is by the Review by Dion Guy
end of day 1, then it becomes a real chore to keep re-
peating the same tasks in slow motion. During my
playthrough for this review, I forced myself to get to
day 4, but I couldn't take anymore. I was in no danger
of game over - which in truth is another problem, as
Page 31
GAME REVIEWS
Very disappointing.
Page 32
"Tetris" is one of the most popular computer
games in history. It’s high playability and the sim-
ple rules encouraged many people to create their
own versions of the game. Many of them were just
clones with changed graphics but there were also
more original titles. "Stack Up" is one of the latter.
Rules are simple. There are groups of 3 blocks fall-
ing from the top of the screen. You can move the
group left/right, drop it and change the position of
Zeppelin Games 1991 blocks in group. The player's aim is to form lines
consisting of at least 3 of the same blocks. Lines
can be vertical, horizontal or diagonal and when it's
made it disappears.
The game is divided into 22 levels. To complete
each level a certain number of lines must be
formed. There is no time limit but the longer you
play, the blocks fall faster. The first levels are quite
easy but later ones become harder - random
blocks appear on screen, controls are reversed, on-
ly diagonal lines count etc.
The game is over when the screen is full of blocks
and there is no place for another to fall. There is an
interesting feature in "Stack Up" - blocks can be
separated from each other. When one block lands,
the others keep falling and can be moved or
change their positions.
Graphics in "Stack Up" are good, they are colourful
and clear. There are 4 sets of blocks and you can
change them anytime by pressing Space (it pauses
the game) and then use keys 1 to 4. Sound effects
are simple but they suit this kind of game well.
There is also in-game music but it becomes annoy-
ing very quickly (fortunately it can be switched off).
"Stack Up" can be controlled by keyboard or joy-
stick. You can start from level 1, 3 or 5 and the best
scores are kept in the Hall of Fame.
Highly Recommended.
Page 33
GAME REVIEWS
Page 34
Sound is used well and for 128k users, they get the Gameplay wise, it is quite close to the arcade, but I
full music track. think a little harder based on my plays.
The music originated on the arcade machine and Considering how much is going at any given point,
played during battle, but changed slightly for the Elite have done a great job with this game and it
end of level sequences. proves very challenging.
Famously, the Commodore 64 game had a brilliant This game has been denied from distribution and I
Rob Hubbard version, and it is this one that 128k am not sure if that is down to Elite or Capcom. Ei-
users get. ther way it is a real shame that this great game is
not available to play officially.
It plays through the game, but does not change
for the end of level battle. Excellent conversion.
Page 35
FEATURE
The Vega
The Vega itself is quite small measuring 13.5cm x 8.5cm
and less than 2cm deep and sits in the hands quite well.
It is styled like the original 48k rubber keyed model, but
obviously has less buttons. The lack of a full keyboard
has implications that we shall cover later.
On the left is a joypad, in the middle a reset button and
on the right are 8 control buttons. Four large ones and
four smaller ones. Styled like the rubber keys of the orig-
inal, the four larger ones are used for selecting, firing
and options 1 and 2. The smaller buttons are used for in-
game options as well as SD card reading and mapped
buttons for various games. On the back there is a slot for
a Micro SD card so you can load games of your choosing.
A mass of cables exits the back of the unit ending in
composite video, left and right audio and a USB plug newer games from the last few years like Sunbucket,
used for power. Once plugged in, it starts up on its own El Stompo and Sgt Helmet zero.
and after a logo and the option to see the first 1000
The list initially shows just the arcade games, to
backers, we get to see the list of games.
switch to the adventure list, you press the B button.
The unit is shipped with what it claims to be 1000 classic
Pressing the select button will take you to the game
games but to be honest, some of them are a bit obscure.
where you can usually begin playing straight away.
You can move through the games using the up and The games have been pre-set to use the joypad and I
down joypad buttons, or to move through the alphabet, liked how some of them ‘felt’ using this control
using the left and right joypad buttons. mechanism. Some games were actually easier to
play, although the ones requiring four directions, for
The Games example Jetpac, took some practice to get right.
There are some older gems in there from Artic, DK Tron- One major complaint from other owners is the video
ics, Psion and Ultimate Play The Game as well as some signal. Opting for the cheaper composite output ra-
ther than going for the higher quality HDMI, the sig-
Page 36
nal is OK but not
brilliant. On some
games, for example
Rex and Sabrewulf,
the dot crawl was a
bit bad. Maybe it was
my TV, but it usually
works fine with a real
composite modded Spec-
trum.
As I understand it, using a Adding more games with a
HDMI output would have in-
creased the price due to licens- micro SD card.
ing requirements. Being expen-
sive as it is, paying extra for a
high quality picture may have re-
duced sales.
Playing the games is as expected, just
like the real thing, and you certainly ers to make life easier, and insert the card into the slot
get that ”plug and play” experience. on the back of the unit.
Power on and press the B key. The manual says the A
Options key, but on my unit it was the B key. You are then asked
During game play pressing the M button which folder to scan, highlight the desired folder and
will bring up a menu allowing you to save press select to scan for any files the Vega recognises.
the game, load a previous game or exit back.
I copied up a Z80 and a TAP file for one of my games
Saving and loading require an SD card, more
and both were recognised. Strangely, I then copied
about that later.
more game files to the card, re-scanned and it still only
When viewing the menu, pressing the C button will showed the two previous files. I tried this several times
bring in the control options. This acts as a virtual with Z80 and TAP files. I even tried re-naming the fold-
keyboard but also a control option. Be careful here, er, and that didn’t work either. Maybe it needs a firm-
by mistake I changed this and the game stopped ware update.
responding to the joypad until I reset it.
When displaying your games, the Vega will automati-
This virtual keyboard is also used when playing ad- cally place them in alphabetical order, showing each
venture games. Yes there are quite a few adven- letter at a time as it does on the in-built games.
tures loaded into the Vega, and it isn’t particularly A word of warning though, you have to remember the
suited to them.
Vega has a limited number of keys to use for the
games, and they currently cannot be manually mapped.
This may be fine for shoot-em-ups or games that re-
quire joystick control or left, right and fire, but games
that need specific keys will be impossible to play.
More Games
Once you get fed up of the 1000 games, you can
load your own using a MicroSD card. Simple copy
the games you want onto it, or place them in fold-
Page 37
FEATURE
Firmware
Retro Computers have promised future firmware up-
dates and a tool that will allow users to create map
files for their games. This will hopefully mean adding
and configuring your own games will become much
easier, with users being able to share their custom
mappings with other owners.
New firmware, when available, can be downloaded
from Retro Computers website, placed on a micro SD
card and used to upgrade the unit.
Page 38
Picture quality can be a bit off, but then
again so was the original, and sound is
really good. What They Got Right
If you want a quick way to play Speccy Look and feel.
games without faffing about with the real The unit looks like it belongs to the Sinclair family
hardware, or have no option to run emula- and is nice to hold.
tors on your television in the living room,
then this is ideal. Twitch Gaming.
It’s ideal to pickup and have a quick blast without
Can I recommend one? having to setup real hardware or emulator.
Yes if you want quick access to games as
mentioned before. Micro SD Card slot.
Being able to add you own games is important.
No if you are a hardcore fan who loves to
delve into emulators or real hardware, and Ease of Use.
for whom anything new should be buried The menu system is easy to use and responds well.
in a deep hole and forgotten about.
Packaging.
Also remember not all games can be
played with the limited number of but- The box and packaging are brilliant.
tons.
Your choice then.
The Vega can be purchased from the Ret-
ro Computers website.
www.retro-computers.co.uk.
What They Got Wrong
Key Mappings.
Initial release without a key mapper was a mistake.
This has now been fixed and you can make your own
key map files.
Menu Music.
It’s nice the first time but please give us an option to
turn it off or use our own.
Cost.
At £100 it is expensive for a plug and play device.
Composite Video.
Bad quality signal means some games look terrible.
Virtual Keyboard.
It is cumbersome to use, and why were adventure
games even included?
Connectivity.
Not sure is this is a bad thing, but in general there is a
lack of connectivity options.
Page 39
VEGA GAME REVIEWS
Canyon Warrior Canyon Warrior was a surprise game for me, having
never seen or heard about it previously. From the title
Mastertronic 1989 you can pretty much guess what it will be, and it turns
out to be a fine vertical shoot em up.
The Vega control pad really suits this game, and you
quickly forget you are using it, and instead just enjoy
the experience.
Starting in open space, the aliens swarm about in the
usual way, but you soon find yourself into enemy in-
stallations. Here the colourful landscape scrolls
smooth down, presenting you with various things to
avoid and the obligatory wall mounted canons.
Like all good shooters there are power-ups to collect,
but not having the instructions I was unsure what was
safe to collect and how to implement anything I did
collect.
A Great Shooter.
Page 40
Jock And The Time Rings
Atlantis Software 1985
Page 41
Impressive Spectrum Graphics
Not bad for a micro with only 15 colours*.
http://zxart.ee
The Spectrum Show Magazine © Paul Jenkinson 2015
www.randomkak.blogspot.co.uk