(C) RAY/AURYN/CPU
SOME THOUGHTS INSPIRED BY READING
ELECTRONIC MAGAZINES
Having read an immeasurable amount of electronic press, one can notice two themes of disputes and reflections: 1) SPECCY is dying, what platform to switch to? 2) If we have so many cool coders, why is there so little cool domestic software (primarily games)? 3) What should SPECTRUM be like?
In this regard, the following thoughts arise:
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Once someone somewhere noted that SPECCY is a computer for the young, and he was right. Usually, the average age of those working on it is about 20 years, according to recent surveys. Generally, these are people who are finishing school or studying in the early years of universities. As for the departure of people from SPECCY, this is a natural process in the sense that people grow up, finish their studies, get jobs, and can no longer devote as much time to SPECTRUM as before. This critical "transitional" age can be defined around 24-26 years. This is how once loud and famous names fade from the scene. Remember, 5-6 years ago, whose names did you see in intr's? Where are these people today? Gone! And who is today? That's right! The scene lives on. Some leave, some new appear. C'est la vie. Everything flows, everything changes - new teams, new programming technologies, new programs - doesn't this indicate that SPECCY is alive? As for it dying, it seems to me that only those who decided to leave it, along with some software traders, are shouting this.
As for switching to another platform, this question worries more those who are just finishing university and starting to think about their future (which, in general, is rulez). And if this person chooses to work as a programmer (computer operator, etc.), then alas, the only road for him is to PC :-( /unless, of course, he gets a job at a TV studio, where you can often meet AMMY/. Unfortunately, PC today is the only platform where you can make money - this is the truth of life, and there's no escaping it. And generally, for me, discussions about switching from SPECCY to another platform are puzzling. Why switch anywhere? SPECCY is strictly a home computer, PC is a working one (and those who think it’s a home one, according to Arny, make a "B-I-I-G MISTAKE," and I honestly feel sorry for them), AMIGA is rulez, but few have access to it. I have access to any of these computers, and I do not place one above the others. I use PC at work, play or watch demos on AMMY, or just listen to music from colleagues at the TV studio, while SPECTRUM, as it should be, stands at home and is used precisely as a HOME COMPUTER: to play, read the press, watch demos, listen to music, and finally, create something of my own, knowing that it is needed by someone else besides me.
Now, a few thoughts about software. Reading SPECTRUM press, one often encounters such a dilemma: we have such cool coders (based on demos), in theory, they should overwhelm users with awesome games (well, West, tremble!), but in reality, there are hardly any domestic games (though what exists is THE BEST). I think the issue lies in the fundamental difference in coding demos and games. Thus, to achieve a cool effect or high performance in a demo, a lot of memory is almost always used, which is completely unacceptable in a game program. Not to mention that today it is quite difficult to create a decent game alone (although it is real, for example: our dear NICODIM or Slava from St. Petersburg), and creating a functional team is not always possible. As for the skill level of our coders, it is unlikely to be higher than that of "branded" ones (like CODE MASTERS, for example). They probably knew about fast graphics methods, etc. They just didn't need all that since they were writing games, not demos. And why are there so few domestic games - either there is simply not enough patience to finish what has been started, or people grow up to a critical age (see above). And as for the possibility of making money from producing software for SPECCY, it is not even funny, as the costs and all the hassle with its distribution simply do not justify themselves. Already today, many traders have turned into swappers. And the "market" of software now relies solely on exchange. Traders can barely earn enough money for new(?) disks and postal expenses. And as for income from selling proprietary software, one can say one thing - it’s not serious! There is no protection that cannot be bypassed, and distributing cracked programs is barbarism. In one of the magazines, I read how much Slava Mednonogov earned from selling UFO-II. Today, any PC programmer who knows at least Pascal or Fox Base can earn twice as much in a month. However, Slava gained what cannot be bought for any money - fame and recognition from the entire vast SPECTRUM audience. So if you are doing something serious on SPECCY, you are likely to become known, but not a rich person. So think about it before starting a new super project, what you want...
Continuing this topic, I want to express my thoughts on demo versions. Is it necessary to release them or not? To be honest, I find it laughable to read lines in some demo versions like "... The full version will completely rewrite the engine, a bunch of cool graphics and music, etc." or instead of a game, only an intro is given (especially I was amused by the demo version of "Tic-Tac-Toe"!). In this way, some OVERFILE "threw" half the country. What is the point of such a demo? What does it demonstrate? "I, Vasya Kurochkin, will write a cool program, you will all be amazed! Glory to me, the great!..." . But in reality, 80% of demo versions remain just that. I believe that a demo version should be released when the program is fully written, but, for example, the intro, final cut, or additional levels are not fully completed, but the engine is WORKING. And it should be released to attract attention to what has ALREADY BEEN DONE, not what is planned. A demo version can represent one level of the game that has a logical conclusion. Something like the demo versions of DUNE-2 or DOOM, although the latter is called pre-release, it resembles more a debug beta version. Innovations in the full version should certainly be present, but there should not be too many of them, as the best is the enemy of the good.
I would like to briefly stop at the prospects for the development of SPECTRUM. As for the hardware part, I agree with the thoughts expressed in the magazine "FLASH TIME". Shadow RAM instead of ROM - that’s cool! Then one could seriously engage in softmaking - their own DOS and unique protection. Try to break it! I would like to add one more thing. Judging by the developments, many want to get a cheap analog of AMIGA from SPECCY. And why not? The GENERAL SOUND sound card already exists - buy it and connect it. Now it remains to create a video processor that can be connected to the computer without significant alterations. Then SPECCY would have the flexibility of AMMY and the open architecture of PC. Having a SPECTRUM-128 (better PENTAGON-512 due to architecture, memory size, and performance), one could save up for a sound card, and then over time connect a video processor (or vice versa). Why exactly this way? Because SPECTRUM is strictly a home computer, which means it is 90% gaming! And as is known, even the crappiest gaming console has more than one processor. So why should SPECCY be worse? Then there would be no need for a more powerful processor, Z80 would be quite sufficient. And 16 colors for a home computer would be quite enough. Those wishing to view images in 16 million colors can consider AMIGA or PC. The graphics of SPECCY is good precisely because it can be drawn by hand, not scanned. But I digress... Ideally, it would be great if a "motherboard" was developed based on PENTAGON with a standard COM port, system connectors, where all the gadgets could be plugged in (a-la PC). Then, with the price and volumes of SPECTRUM software, one could compete for users.
Wow, I got carried away! But one must try to imagine what SPECCY lacks and what can be realistically done. So, two arch-important problems of SPECTRUM - graphics and music. We are trying to find an acceptable solution... So, SUPER SPECTRUM: - Z80 processor (we don’t need 16-bit ones - it is already more powerful than some gaming consoles /let’s not point fingers/, maybe turbocharged; - clock speed in int 'e - like in Pentagon; - RAM - 512 kB, the same addressing, page switching - port #7FFD; - ROM - 2 kB - has a subroutine for reading the 0th track into memory and a system test - nothing more is needed. (Why this way? Elementary: turn on the computer, load YOUR system and work! And it’s great for softmakers - each program has its own DOS! Hacking such games loses any sense - there is no single DOS, as such - therefore...); - next - RAM; - everything related to the screen depends on the video processor; - video processor, hardware supporting sprite output, scrolling, etc. Screen resolution of 320X200, 16 colors or 8 colors and 2 brightness gradations (or if both modes are available, at least the option to choose - GOOD! /) - quite enough for a home computer. At the same time, the size of the graphics turns out to be quite tolerable; - sound processor. Using the GENERAL SOUND card is possible, but it seems to me, not as a basic sound device. This card reproduces digital sounds, but what is their volume? As a basic device, something simpler is needed, but with better sound than "bare" AY and, of course, working in parallel (and emulating AY when needed, of course!); - standard COM port; - standard LPT port; - disk drive, maybe a hard drive. OS problems - see above; - system connectors for expansions; - absolutely open architecture. This is one of the most important conditions for the success of a computer in Russia. If you look at the history of computer development in our country, which of them are the most widespread? Correct - SPECTRUM and PC. Why? Elementary - they can be assembled, so to speak, "on the knee" and make money from it. That’s why in Russia, among SPECTRUM-compatible machines, you can much more often meet PENTAGON, rather than SCORPION. Where to compete with Zonov and his multi-million army of our craftsmen... Here’s an example from life: a few years ago, there was a company "VILS" in Rybinsk. So these guys flooded the entire Yaroslavl and partially Kostroma regions with homemade PENTAGONs in a couple of years. Do you think all those who bought computers from them would go to Zonov? I think not. In our country, it seems easier to sell kits like "assemble your own computer," and the base (main scheme) should be completely open and, moreover, easily repeatable from domestic parts (so that our craftsmen could make repairs at home). As for commerce, it is commercially viable to produce components (for example: anyone can make a computer board for themselves, while a chip, say, ULA can be bought from such and such a company) or various "gadgets" (sound and video cards, modems, etc.). The main thing is that all this can be plugged into a free slot in the computer and it works immediately. That’s why it is necessary to develop some standards first.
And it would generally be BEST if there were a switch through which all the above could be turned into, say, PENTAGON 128+TR DOS 5.04T+AY (not necessarily hardware - good emulation is enough).
And of course, in the minimum configuration, all this pleasure should cost no more than $80.
Why exactly this configuration? Because such a machine today can realistically attract users away from consoles. I worked in a company where an immeasurable number of these consoles were sold, and I studied the needs and psychology of buyers well. What is a potential buyer who came to the store? A young person aged 15-18, wishing to buy a computer? Not at all! It is usually the mother, less often the father, with children aged 10-14. And they want to buy something for their child "... something to play on and (much less often) to learn to program." At the same time, they don’t understand anything about computers. So what will they choose - DENDY, where you insert a cartridge - and play, or SPECCY, where you have to search for some "TR-DOS" in some table with English words (!), then type something else. In principle, it doesn’t even get that far. Already hearing incomprehensible words, the buyer grabs DENDY and leaves happy, having saved money too. And now there’s even DENDY with a PC-like keyboard ("SYUBOR"). And people buy this... convinced that it’s a computer. How not to end up in a jam... Now let’s imagine that our SUPER SPECTRUM exists. How is it more complicated to use than a console? Not at all - insert the disk, press Reset - and play! Disks are 10 times cheaper than cartridges, and games are 2-5 times cheaper! Want to learn to program - no problem! Z80 is the best 8-bit processor!
Everything mentioned above is just MY PERSONAL OPINION and in no way claims to be the ultimate truth. I would be glad to hear the opinions of other readers on the raised issues, as well as the competent opinions of "hardware" experts on the possibilities and desires for the practical implementation of the above fantasies.
After all, if not us, then who?
In Germany, there was a project "People's Car." Why can’t a project "People's Computer" appear in Russia?
P. S. I apologize for some repetitions - thoughts came at different times of the day and night.
P. P. S. Rumor has it that some of the above has been implemented in the Sprinter computer. I would like to receive more detailed information on this issue from competent people.
Contents of the publication: Adventurer #08
- От автора - Shaitan
Technical details of a new program interface for ZX Spectrum. Discusses improvements and features like scrolling and color change. Provides keyboard and button navigation instructions.
- От автора
Introduction by the author and editorial team details.
- Presentation
The article presents a software installer for creating autorun disks and introduces a new adventure game created with QUILL by Dr. Laser.
- Presentation of TRICK Software
The article presents TRICK, a new software for program protection developed by Eternity Industry, and discusses its beta and commercial versions. The author, Alexander Kalinin (aka Paracels/EI), addresses previous shortcomings in the software and emphasizes its improved interface. It includes purchase details for the software and invites readers to request it.
- Presentation
The article provides a detailed user manual for HELP_Z80, a free utility for ZX Spectrum that serves as an electronic guide for Z80 microprocessor commands. It outlines how to load and use the software, including command explanations, search functions, and integration with assemblers. Additionally, it includes memory distribution, operational features, and references for further reading.
- Interface
The article discusses reader feedback on the magazine's interface, addressing concerns about pricing and software trends in the ZX Spectrum community. It features a letter from a reader expressing thoughts on game pricing and the declining number of users on the platform. Additionally, there are discussions on software developments and user engagement.
- Interface
The article shares the author's experiences after purchasing an Amiga, comparing it with a PC, and discussing its usability for games, graphics, and music, while noting some software limitations.
- Interface
The article discusses user support issues faced by hardware manufacturers SCORPION and NEMO for ZX Spectrum devices. It critiques SCORPION for poor customer service despite being a market leader, while praising NEMO for responsive support. The author expresses concerns about the overall market direction for ZX Spectrum hardware.
- Interface
Article discusses the future of the Spectrum platform, addressing user demographics, software production challenges, and hardware evolution possibilities.
- Interface
Article discusses the frustrations of a Speccy user regarding hardware issues, the challenges of modern computing, and the dedication to maintaining the Speccy platform.
- Interface
Статья рассматривает жизнь и судьбы пользователей ZX Spectrum, включая личные воспоминания автора о друзьях и их взаимодействии с компьютерами.
- System
The article reviews various software for ZX Spectrum, including text editors, audio players, and graphic utilities. It provides independent opinions on their features and usability, highlighting both strengths and weaknesses. The piece emphasizes the evolution and improvement of software tools available for this classic platform.
- Overview of Games
Overview of notable games for ZX Spectrum, highlighting their graphics, sound, and gameplay mechanics. Each entry includes a brief summary and rating. Recommended for fans of retro gaming.
- Review of Demos
The article reviews demo versions of various games, highlighting their potential and unique features. It emphasizes the scarcity of such releases in the market and evaluates the quality and gameplay mechanics of selected titles. The author shares insights into the progress and expectations for future full versions of these games.
- Guests
The article discusses the formation and activities of the Eternity Industry group, its members, projects, and future plans for releases and competitions.
- Гости - Dr. John
An interview with Felix from Virtual Brothers discusses his transition from ZX Spectrum to PC, development of the game 'Winnie the Pooh', and future plans.
- Guests
Interview with the musicians Mарат and Демон from the band 'Disgust', discussing their musical evolution, influences, and perspectives on life and creativity.
- Promotion
The article provides a detailed manual for the game 'ENCYCLOPEDIA of WAR', explaining army selection, unit types, and battle mechanics.
- Promotion
The article provides a walkthrough for the game, detailing necessary items and strategies for progressing through various challenges, including dealing with dinosaurs and navigating villages.
- Promotion
Статья представляет собой обзор arcade adventure игры 'ELOPEMENT' от Omega HG, выделяя ее особенности и советы по прохождению.
- Promotion
Статья описывает текстовую адвентюру 'Остров тьмы' на QUILL, предлагая советы для игроков. Упоминаются механики и персонажи, включая загадки и взаимодействия. В конце представлена карта острова.
- Promotion of 'Knightmare'
The article describes the game 'Knightmare', detailing its commands, gameplay mechanics, and initial quests. Players control a knight who must interact with characters and solve puzzles to progress. It serves as a manual for navigating the game's environment and objectives.
- Experience Exchange
The article critiques the adventure game 'Island of Darkness' by Paul Moskow, highlighting its illogical design, lack of detailed item descriptions, and absence of helpful hints for players.
- Experience Exchange
The article provides a detailed manual for enhancing the ZX ASM 3.0 assembler, introducing debugging features and functionalities for better program execution control on ZX Spectrum.
- Experience Exchange
The article describes a phenomenon observed with the ZX Spectrum video controller, where switching between two screens can create unexpected visual artifacts. It outlines a specific program that demonstrates this effect through rapid screen toggling. The author discusses the implications and potential applications of this behavior.
- Обмен опытом - Иван Рощин
The article is a programming guide on porting the 'iris.ss' screen saver effect from Dos Navigator to ZX Spectrum, including source code and modification tips.
- Обмен опытом - Иван Рощин
Description of the OPEN_W procedure to create window borders. Includes details on customization of symbols and dimensions. Utilizes PRSYM for symbol printing.
- Обмен опытом - Maximum
Introduction to long integer operations for game development on ZX Spectrum, including addition, subtraction, and conversion to ASCII.
- Experience Exchange
The article discusses the customization of the ART STUDIO graphic editor by creating additional modules that enhance its functionality, including features like music playback and cursor coordinates display.
- Experience Exchange
The article describes a program developed to improve the visual quality of a pixel-by-pixel moving attribute message on ZX Spectrum. It provides details on the implementation, including the use of data arrays for motion trajectory and image rendering. The program includes comments for easier understanding and can be modified for different effects.
- Оттяг
The article features humorous sketches and commentary on various aspects of life and technology, including anecdotes about a fictional character's experience with a Pentium processor.
- Pharmacist Test
The article presents humorous tests designed to identify whether someone is a real pharmacist or a fraud, featuring situational questions and scoring to gauge knowledge of pharmacy.
- Oddities and Self-Reflection in 'Оттяг'
The article 'Оттяг' presents a humorous and critical self-reflection of the author, exploring various life experiences and quirks that highlight his unusual personality traits.
- Humorous Quiz: Assess Your Sense of Humor
The article presents a humorous quiz to assess one's sense of humor and sexual attitudes through various situational questions, revealing absurd and comedic perspectives.
- Student Types Quiz
The article presents a humorous quiz to determine what kind of student you are, ranging from a party animal to a diligent scholar. It features a series of questions regarding typical student activities and responses. The results categorize students based on their score, from carefree to nerdy.
- How to Properly Torture Windows 95 - Maximum
Статья описывает иронический подход к установке и эксплуатации операционной системы Windows 95, включая способы ее 'мучения' и троллинга. В тексте используются гиперболизированные примеры взаимодействия с ОС для создания комичного эффекта. Это развлекательный материал с элементами юмора.
- Ottyag
The article is a humorous narrative featuring Winnie the Pooh and his friends returning to the Hundred Acre Wood, where their carefree life turns chaotic. It describes their antics, including drinking and misadventures, as they reunite and encounter various challenges. The story showcases the characters' personalities and interactions in a comedic light.
- Novella
The article describes a humorous novella featuring Corporal Johnlan recounting his first military mission and his interactions with a young grandchild over beers.
- Novella
Novella recounts an adventurous escape from a Glot base using a vintage spacecraft, highlighting the protagonist's encounters and clever maneuvers.
- Novella
The article describes a whimsical story about two hedgehogs, Pukhly and Zaraza, who, after a strange event, develop wings and must navigate their new reality. The story blends fantasy and humor as the characters face unexpected changes and challenges. This is a novella showcasing imaginative storytelling.
- News
The article discusses recent updates from Rybninsk related to the FunTop party, detailing contributions from various individuals and teams for the 'Adventurer' magazine and demo competitions.
- News
Статья сообщает о событиях в сообществе Спектрумистов Ярославля, включая информацию о разработчиках программного обеспечения и их текущих проектах.
- Advertisement
The article is a collection of advertisements and announcements related to ZX Spectrum, inviting collaboration from programmers, artists, and musicians, and detailing how to acquire the journal and software.