M.M.A/SPEED CO.
Many of our readers are surely aware or at least suspect that the most famous gamemaker in the country - Vyacheslav Mednonogov - is working on his new masterpiece. This time he intends to amaze the country with a game in the style of realtime strategy. I won't explain what that is - you should already be in the know. For those particularly slow on the uptake, I refer you to the most famous representatives of this genre - DUNE 2 and WARCRAFT.
The new game by Mr. Mednonogov is titled "BLACK CROW". Four demo versions have already been released, and as the author stated, "there's no turning back - only the game ahead" (I quote from memory).

Below you can read a short interview we had with Vyacheslav in the middle of summer this year. The questions were asked by me (M.M.A), and I was assisted in this important and responsible task by the kind DR.DEATH. The answers were, of course, given by V. Mednonogov - at least we hope so!
By the way, it is worth noting that back then, in the distant June, when I said, "we will release OBERON#4 in a month," Slava replied:
"If it’s in a month, then expect it by autumn..."
We could do without such prophecies hanging over our heads!
Q: What is the plot of the upcoming game?
A: The plot has been discussed many times. There will even be two plots offered - playing on the side of humans, you must destroy the enemies (the kung), and conversely, controlling the kung, you must defeat the humans. The differences, apart from the levels and the appearance of the heroes, will lie in the set of available spells and the combat abilities of some types (primarily those wielding bows).
During the work on the game, the idea arose to develop several levels based not on strategic but on logical principles (i.e., to complete them, one would need to understand the "twist" of the level). However, perhaps this idea will migrate to "BLACK CROW-2".
Q: What is the current level of readiness of "BLACK CROW"?
A: The level of readiness at the end of June is quite high. In fact, only three things are missing: computer intelligence, levels, and disk support. Everything else is ready and working.
The greatest technical difficulty today is checking the possibility of mutual interaction between all heroes on both sides (of which, as previously mentioned, there can be more than 45 on each side). The obvious method of brute force for a dynamic strategy is not applicable. However, solving this problem will remove the last serious obstacle to completing the game.
Nevertheless, work on the intelligence is already underway. I started, as always, small - with the enemy peasants. They are already actively finding gold and wood and carrying it all back to their base. Even the guard warriors are not just standing idle but are trying to react to the approaching enemy.
As always, serious concerns arise from the lack of memory (less than 5k remains for all the above). It is possible that something from what was previously announced will have to be "cut".
Q: In the demo version of the game, the screen seems to be divided into squares 2 X 2. This layout is quite understandable in terms of graphics, animation, etc., but it would be much better if unexplored territory opened up not in such large squares but in smaller sections.
A: Technically, this is difficult. All our warriors and peasants must constantly scout the territory - in the proposed case, scouting would take four times longer. Moreover, it is very logical - each cell has one bit of visibility. Otherwise, we would have to introduce 4 bits. Why?
Perhaps, the question implied making the edge of the invisible area smoother - here it all depends on the number of sprites plus the time required to determine which edge sprite to display.
Q: According to feedback from many who played UFO 1 & 2, it is known that after two to three weeks spent on completion, the gaming situation itself ceased to interest them, and the main intrigue and motivation lay in the area of exploring and opening the ENCYCLOPEDIA. In short, as banal as it may sound, people liked the "scanned" pictures! Will there be any equivalent of the ENCYCLOPEDIA in "BLACK CROW"?
A: There will not be an ENCYCLOPEDIA, of course, but after each level, a unique picture (drawn by Denis Barkov) will be displayed - it’s worth seeing. The main criterion for assessing the effectiveness of the player's actions will be a rather banal parameter, such as completion time.
Q: Will the game be played exclusively against the computer, or will it be possible to fight a "live" opponent... It is clear that playing on one computer is quite inconvenient for two, but this problem can be solved by using two machines, similar to playing on two IBM PCs via a "null-modem" cable. Can this kind of suggestion come from people in ZX-NET circles?
A: Of course. Yes, such suggestions have been made. But playing via modem in dynamic Spectrum games is a bit weak. And "over the wire" is too exotic a case to bother with (do many people have two Spectrums and two monitors at home?).
(M.M.A: Just for that...)
Q: Flying enemies, as far as I know, will not be in the game (due to memory limitations), but what about swimming creatures? They can attack units standing near the shores, destroy bridges, etc. The main thing is that they do not require a new map slice, as it is known that all other heroes develop hydrophobia...
A: This time - no. After all, the program cannot be complicated endlessly; it has to be released at some point. However, a full-fledged navy is planned for the next game. By the way, for this reason (and not only this), the next game will be designed for at least 256k of memory.
Q: Are the rumors true about involving the winners of ENLIGHT'96 - the group X-TRADE - in the work on the intro and FINAL CUT of the game?
A: This information is outdated. By the designated deadline (the end of last year), X-TRADE did not present any developments, so I had to create these parts myself. The intro is a 12-minute video made using 3D STUDIO and occupies a large part of the first disk. Two final animations of 48 frames each are also ready.
Q: Will additional memory (256/512/1024) be fully supported, or will the game again be "purely 128"?
A: The game will again be "purely 128". However, I want to warn that I plan to make all subsequent games "purely 256"!
Q: How many disks will the full version of the game occupy? Will there be a significant increase in size due to support for GENERAL SOUND?
A: Support for GENERAL SOUND, promised by the same X-TRADE, is currently in question. However, in any case, the game will be supplied on two disks, and the musical accompaniment will be intended for free distribution (for example, via the network).
Q: What do you think about a level editor? Any game, no matter how complex and interesting, will inevitably be completed. In "BLACK CROW", as in any realtime strategy, there is an element of nondeterminism, and therefore people will play your new game (unlike UFO 1&2) for much longer. But if there is a possibility of creating your own levels, entire episodes, then using the body of the program as a player, one can think about new and new gaming situations with interest until the year 2000.
A: Good question. Of course, I have a map editor and initial hero placement (for PC). However, the level description includes quite a few parameters plus several subprograms, unique to each level. However, the main difficulty is purely economic: it is not profitable to make "BLACK CROW" an open game.
Q: No one is forcing you to make the game "open"! The editor can be sold as a separate software product. And before releasing the editor itself, a couple of disks with additional missions could be sold - after all, there were EXTENSIONS for WARCRAFT. The more complex the editor and the more playable levels can be created in it, the more it will resemble a separate software product worth spending money on. What do you think now?
A: It still needs to be written (as I mentioned, it only exists in the PC version). Therefore, at best, I will open the level format and release a free-ware version of the game with the ability to load levels. Naturally, not immediately, but, say, after the release of BLACK CROW-2. And actually - hackers could handle this much better :-)
Q: Slava - think for yourself, if the level editor is tied to the game’s proprietary protection, then all those who buy the CRACK of the game will not be able to use the proprietary editor. And a complete crack of the editor will be complicated since its inoperability will only be discovered after creating one's own scenario and _attempting_ to complete it. And this will take a decent amount of time... In short, the editor could help in the fight against pirates.
A: Protecting the editor is much more difficult than creating an uncopyable distribution. Moreover, the tool (editor) usually does not hold value, but the product (levels) does. And I will then have no relation to the product.
Q: Have any agreements been reached with local hacking monsters (VIRTUAL BROTHERS) as well as with people engaged in this business in other cities? Or, based on the sales results of UFO-1 and UFO-2, did it turn out that pirates do not cause significant harm?
A: No, there are no specific agreements. Public opinion plays the main role in this issue. Of course, pirates cause significant harm, but in St. Petersburg, it is not so noticeable, and I cannot cover all the cities in the country - my hands are tied :)
Q: How much will a honest user have to pay for the official version of the game?
A: Apparently, the wholesale price will rise by 2-3 thousand compared to UFO-2, which is more related to the increased price of blank disks. The retail price depends on the final seller, but, for example, in St. Petersburg, it is unlikely to exceed 30 thousand rubles.
Q: What are the terms of sale and distribution of copies?
A: As always, no distributions are planned. Only the author's copies are distributed.
Q: If tomorrow a rumor spreads across the country that "BLACK CROW" has been written and is on sale at official distributors, where should a user wishing to buy the official release go?
To the company "Inforcom" or to Sergey Zonov (the company "Scorpion"). The addresses of these companies have been published several times in ZX-Review and ZX-Format. Small wholesale batches are usually handled by Mikhail Akimov (the company "Logros").
(ADVERTISING RIGHTS!)
So that's the interview, my friends...
I hope that by the time you read these lines, you have already become the proud owners of a copy (preferably official) of the full version of "BLACK CROW". But if not, the wait is almost over - Slava is a businesslike person and does not throw words to the wind.
He said the game will be, so it will be.
"Definitely!"
(C) V.V. Zhirinovsky
Well, and finally, dear readers, we offer you a photo taken on the second day of ENLIGHT'97.
In the center is V. Mednonogov, with Ilya Fomin standing with his back to him. The third comrade could not be recognized...

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LAST EDITION: 21.10.97
MUSIC ВУ : VISUAL/XTM
Contents of the publication: Oberon #04
- From the Editorial
This editorial discusses the legal 'charges' against the creators of Oberon #4 as a humorous narrative, highlights the challenges faced in publishing this issue, and announces a potential hiatus for the magazine.
- Scroll
Analysis of the game 'Chaos' by Julian Gollop. Simplified gameplay mechanics and strategic elements. Description of creatures, spells, and tactics.
- Scroll - Unbeliever
Description of a mathematical game for ZX Spectrum where players collect formula symbols while navigating gears.
- Scroll - M.M.A
Discussion of 'Doc the Destroyer', a unique fighting and adventure game for ZX Spectrum. The article covers controls, character customization, and game mechanics. Compatibility issues on different ZX Spectrum models are also addressed.
- Overview - M.M.A
The article provides a review of games for ZX Spectrum, including KOMANDO 2, WRESTLING SUPERSTARS, TAG TEAM WRESTLING, and CAPTAIN PLANET. It highlights the features, graphics, and gameplay of each game, noting both strengths and weaknesses. The review concludes with recommendations and comparisons to other platforms and games.
- Overview
Overview of various ZX Spectrum games, highlighting their unique features, gameplay mechanics, and design elements. Includes critique on sound effects, graphics, and technical issues. Discusses games like 'Stryker in the Crypts of Trogan', 'Phileas Fogg's Balloon Battles', and 'Survival'.
- Overview
The article reviews games for the ZX Spectrum, including BOOVIE, MOTOR MASSACRE, SOCCER PINBALL, and HUXLEY PIG 1 & 2. Each game is detailed in terms of gameplay, graphics, and unique features. The discussion includes comparisons to other games and highlights specific technical aspects.
- Review
A review of various games, including Little Computer People and Lost Caves, highlighting their features and versions. It also discusses 75Occ Grand Prix by Codemasters with its limitations. The article provides insights into game mechanics and versions.
- Review
Detailed review of various assemblers like Alasm 3.8, TASM 4.12, and others, highlighting their features and shortcomings.
- About Everything
Announcement of the creation of the SamZxNet network in Samara and the challenges of setting it up with HAYES modems. Explanation of the modems' power requirements and potential difficulties. Invitation for technical advice from experienced readers.
- About Everything
Description of travel to ENLIGHT'97 and meeting various demoscene participants. Observations of event organization and issues. Insights into participant experiences and scene discussions.
- About Everything
Report on the second day of ENLIGHT'97: events, challenges, and reflections. Describes voting results and organizational difficulties. Highlights future prospects for Spectrum demo parties.
- About Everything
The article features reader feedback on Oberon #04, critiquing design and content choices and discussing issues with software protection and game enhancements.
- About Everything
Discussion of the adventure game KAYLETH with gameplay tips and advice. Includes a game dictionary and suggestions from the author and their team. Calls for a local artist for future RPG development.
- About Everything
Reflection on the closure of the 'ZX-REVIEW' magazine and the adaptation of its article for 'Oberon'. Discussion on the development of ultra-short boot loaders. Optimization techniques for writing one-sector boot loaders on ZX Spectrum.
- About Everything
Exploration of amateur contributions to electronics, music, and computing history, highlighting figures like Faraday and Babbage. The evolution from handmade instruments to personal computers. Discussion on jazz, blues, and rock'n'roll's informal origins.
- About Everything
The story of Lieutenant Edward Roberts' journey from radio kits to creating the first PC, the Altair 8800, overcoming skepticism and challenges.
- About Everything
The article explores the rise and evolution of the computer industry, highlighting the transformation from passionate hobbyists to corporate dominance by giants like IBM and Microsoft.
- About Everything
An exploration of Sir Clive Sinclair's project after selling the Sinclair brand, detailing the features of the Cambridge Computers Z88 laptop.
- About Everything
Discussion of software market problems in 1997 for ZX Spectrum, highlighting lack of new software and user reluctance to pay.
- Announcement - M.M.A
Announcement of 'Black Raven' game by V. Mednonogov, focusing on gameplay, technical challenges, and upcoming features.
- Announcement
Discussion of the decline in ZX Spectrum development, reviews of new games and utilities, and announcements of future projects.
- Educational Program
The article provides an overview of FidoNet, a non-commercial computer network often considered the predecessor of the Internet, detailing its origins, growth, and unique cultural aspects.
- Hardware
Instructions for connecting the 'ALEGRO' modem to computers with normal port #FF, detailing hardware modifications required for proper signal handling.
- Hardware
Connecting Hayes-compatible modems to ZX Spectrum, focusing on Scorpion and Pentagon models, detailing hardware modifications. Specific instructions for internal port blocking and signal alignment provided. Step-by-step process and technical intricacies explained.
- Hardware
Discussion of the transition from 5.25' to 3.5' floppy disks for ZX Spectrum, including installation issues and solutions for compatibility with existing software.
- Let's Feast
A satirical story about a Rabbit who lost his house to a cunning Fox and how a Rooster helped him reclaim it.
- Let's Gourmet
A humorous tale about Malysh and Karlson's adventures with technology, drawing parallels between computers and everyday life, culminating in a comic mishap with an AMIGA computer.
- Advertising
Article discusses free advertising policy of Oberon, catalog of programs and hardware for ZX Spectrum, and adventure game engagement.
- Advertisement - Kano
Promotional campaign by Magic Soft and RPSG in Russia for Amiga multimedia computers, offering exhibitions, sales, and consultations. They highlight Amiga's advantages over other systems, describe various models, and provide price lists. Collaboration with 'Computers for Population' for distribution and services.