ZX Format #01: Toys: Insights on UFO: Enemy Unknown

UFO: Enemy Unknown. New details. V. Mednonogov

I think many of you have already acquired the game "UFO: Enemy Unknown" by now and have spent quite a few interesting hours at your computer trying to deal with the uninvited guests from space. I hope this game, despite its large size, has not caused you any difficulties, especially with the detailed description available. However, you might be interested to know some game details that were not covered in the description.

First, let's take a closer look at the aliens. According to your research, all the aliens are products of genetic engineering. That's why most of them do not have reproductive organs, and some, like floaters, have devices implanted that are clearly of artificial origin. Each species was created by an alien intelligence for specific purposes, so they have their own characteristics and behavioral traits.

Sectoids.

These are good scouts, capable of moving quickly and remaining unnoticed due to their small stature. You will encounter them the most during the first stage of the war. They do not like to engage in open combat and prefer to retreat while shooting at you when they see you. They are most difficult to fight in rough terrain (in forests, savannas, and mountains). If you do not see them, they try to hide and remain still. That is, if the "A" indicator is not lit, sectoids do not move. Mutons and some slips behave in the same way.

Mutons.

Not bad soldiers, although somewhat dim-witted. In the original game, they have green skin. They are not afraid of you, but they do not like to get too close. Their tactic is to shoot at you from a certain distance. If you get closer, mutons retreat; if you retreat, they try to pursue you. Mutons are the rarest "guests" on Earth, so do not miss the chance to capture them alive. By researching a muton, you have a chance to develop a biostimulator that will help restore your health in battle.

Floaters.

Very aggressive, thanks to their unique body structure, they can quickly find you (by researching this ability, you will receive a device with similar properties - a scanner). Usually, floaters try to attack in groups, surround you, and shoot from close range. Apparently, they lack a self-defense instinct, so their attacks do not stop. They are most difficult to fight in open terrain (deserts, steppes, tundras), especially if you hesitate after landing from the fighter.

Ethereals.

Their main purpose on Earth is to coordinate the actions of other alien species. Nevertheless, they are not afraid of open combat. Compared to other aliens, they have huge advantages: very strong defense (2-3 times more than other species) and the ability to fire from long distances (approximately equal to half the game field). A fairly dangerous opponent on any territory, whose movement tactics are quite difficult to predict.

Chryssalids.

A true nightmare for any alien hunter. They do not engage in independent combat but can appear with any type of alien. Their numbers are not large: on a large ship, city, or base - one or two, on a medium ship - up to one, and fortunately, they do not appear on small ships. However, they can cause a lot of problems. Therefore, try to destroy or paralyze them first.

Slips.

Serpent-like creatures with very active brains. They are the only species capable of self-reproduction, so according to the aliens' plans, slips were to become the main colonizers of Earth. They evolve quickly. In battle, each of them follows a specific tactic, but because they do not fight as a "team," destroying them is not the most difficult task.

It should be noted that, unlike you, all aliens fire accurately, meaning they only shoot when you are in their line of sight. So why do they not hit as often? For several reasons:

- Not all visible objects are shootable (fences, windows, hills, etc.)

- You are also not standing still

- The accuracy of shooting (yours and the aliens') depends on the distance. At the beginning of the game, your hit dispersion is twice as small, but keep in mind that over time, aliens shoot more accurately (meaning they adapt to Earth conditions).

Many ask why research sectoids if no new research proposals appear after that? The fact is that only by studying all the aliens can you begin to investigate the reasons for their frequent arrivals on Earth and find out where the threat to our world comes from. However, among all the research, there are three "empty" ones that give you nothing (do you already know which ones?).

In general, most players adhere to one of two most popular research tactics:
a) First, research components and types of UFOs (these are the longest researches, but after completing them, you will have a new fighter);
b) First, research aliens to develop new weapons and equipment (this makes combat easier).

In any case, you should first develop a stun weapon (besides its main purpose of capturing live aliens, it is also an excellent one-time weapon). How to conduct combat? Here I do not have universal recipes, as the point of the game is to come up with your own methods of fighting aliens. I can suggest a few obvious tips:

- Move as much as possible - it will be harder for the enemy to hit you

- When sweeping an area, stick to a specific route that covers the entire area; otherwise, you may have to spend a long time searching for "lost" aliens. I heard that someone even made a map, for example, when liberating the ufologist base, to mark where he had been

- After directing your hero somewhere, do not wait for him to stop, but move the cursor to where an encounter with the enemy is most likely, so you can immediately open fire

- Do not forget the "N" key.

After the first versions of the game were released, the question was often asked: "How to pick up items?" I think you have already noticed that everything is picked up automatically after successfully completing a battle. However, an important point is that each item corresponds to a specific sprite on the game field. Therefore, do not fire your rocket launcher or blaster indiscriminately, as the less destruction you cause inside the UFO, the more devices and equipment you will get.

In addition to the parameters of weapons presented in the "Ufologist's Encyclopedia," there is another quite significant one - it characterizes the level of destruction of surrounding objects. Each object on the game field (walls, trees, etc.) has a corresponding value from 0 to 3. If the level of destruction caused by the weapon is greater than or equal to this value, the object will be destroyed. Now it should be clear to you why a machine gun (level=0) cannot shoot through anything but empty space, while a rocket launcher or blaster (level=2) can destroy quite a few objects. A laser rifle has an average impact strength (level=1). But even a plasma gun cannot penetrate objects of level 3 (ship walls, rocks). Although this was intended, there were technical difficulties in implementation.

There is a lot of talk about the secret city of "Mednonogov" (have you managed to find it?). I can assure you that this is simply an oversight by the author. After I was told about its existence, I understood where so many non-standard situations in the game "Elite" came from - the more complex the game, the harder it is to foresee and debug everything.

Regarding engineers and scientists. The dependence of the speed of work on the number of specialists is not directly proportional but rather logarithmic, meaning that the more specialists you have, the more must be hired to achieve a noticeable increase in their productivity.

For those interested in programming. The volume of machine code for this game is 22 kilobytes (for comparison, "Buratino" and "Tankodrome" have 5-6 kilobytes each), almost all of it is located on pages 2 and 5 (my experience shows that placing codes on the upper page is difficult). Of these, 5kb provide map functionality, 4kb serve the menu system, and 6kb implement the combat algorithm. The remaining codes implement lower-level graphics subprograms, keyboard handling, disk operations, and various auxiliary subprograms. The total volume of the source assembly text was over 130k. Page 7 contains auxiliary screens and is also used to store the second floor, the third shadow screen, and various buffers. Page 0 (8) contains the texts of the "Ufologist's Encyclopedia" and some procedures related to protection. Page 1 is entirely occupied by the sprites of heroes in four angles and maps with floors of all types of UFOs. The other four angles, along with the world map and button sprites, are on page 3. Page 6 includes sprites for depicting the bodies and interiors of UFOs, a dictionary, menu texts, as well as marker and explosion sprites. Page 4 is a buffer page - here landscapes (sprites + 20 pieces of 16*16 map + descriptors and information for generating the game field) or pictures from the "Ufologist's Encyclopedia," combined into blocks of 3 compressed screens, are loaded. Landscapes are also compressed (almost by 2 times). There are 13 types of landscapes in the game, the rarest of which is mountains (have you managed to land there?). The total volume of the program was over 600kb, in compressed form - about 400kb. The second disk in the branded version was initially conceived only as a key, but later it also contained data required during the game, allowing for 2-3 backup copies of game blocks. Writing the game took more than six months.

I would like to warn you against purchasing a cracked version of the game. Unfortunately, a rather old version - 1.02 was cracked (in addition to the existing errors, a bunch of new ones were added), while the last version that most fully corresponds to the author's intent became 1.04. Its plot is much more interesting, although also more complex; after saving to disk, you do not have to restart the computer, and the game does not hang from time to time.

Currently, work is underway to create a sequel to the game - "UFO-2: Devils of the Abyss." The plot will be as follows:

...Several years have passed since you stopped the alien invasion and defeated them on Mars. However, as it later turned out, at the last moment, the superbrain managed to send a signal to Earth that activated underwater capsules with alien embryos. Over several decades, a new generation of aliens emerged, which managed to create many bases and settlements underwater. Then they began to attack islands, ports, and ships. From this moment on, the worldwide organization of ufologists steps in again.

The main difference from the game "UFO: Enemy Unknown," besides the new graphics and landscapes (which will be significantly larger), will be that you will control several soldiers (aquanauts) simultaneously. Your soldiers will cover each other, conduct reconnaissance, and deliver joint strikes. For quite understandable reasons, you will command your squad not in a dynamic mode but in a turn-based mode, as done in the games "UFO: Enemy Unknown" and "Xcom: Terror in the Deep." The time taken for each battle will significantly increase. You will have to pay great attention to capturing aliens alive, as in this game they will be more "talkative," and you will try to extract as much information from them as possible. The game will have enough surprises, for example, secret levels. I think you will like this game even more than the first part.

Attention! In the APPENDIX, you will find the "intro" for UFO-2. Take a look if you wish, but keep in mind that it works only in 128 mode.

Contents of the publication: ZX Format #01

  • IS-DOS
    IskraSoft introduces IS-DOS Classic 4.0 with advanced text editing features, a disk utility, a hard drive controller for ZX Spectrum, and a program debugger.
  • IS-DOS - Владимир Елисеев
    Overview of IS-DOS for ZX Spectrum, highlighting its advantages over TR-DOS. Discussion on installation, usage, and file management features of IS-DOS. Introduction to system utilities and interface similar to Norton Commander.
  • IS-DOS - Владимир Елисеев
    The article provides a concise guide to the IS-DOS system disk, listing all essential files with explanations. Files are sorted alphabetically and grouped by directories for easy navigation. The guide focuses on a basic overview of files and commands without extensive descriptions.
  • IS-DOS - Владимир Елисеев
    Discussion on the UniColor standard for color settings in IS-DOS programs, its implementation, and advantages for user customization.
  • IS-DOS - Владимир Елисеев
    Discussion of IS-DOS window interface features. Implementation of window system in IS-DOS and its advantages. Example programs for creating windows and frames.
  • IS-DOS - Владимир Елисеев
    Description of the internal workings of the gmen.com program for IS-DOS, focusing on device management and menu handling with detailed source code and comments.
  • Hardware - Vladimir Larkov
    Discussion on modifying Scorpion ZS-256 hardware for compatibility with specific software. Describes blocking port #1FFD to run incompatible programs. Provides technical details for implementation.
  • Железо - Nemo
    Discussing hardware braking devices for ZX Spectrum. Focus on creation and impact of brakes on overclocked processors. Warning about potential side effects.
  • Железо
    Discussion of the impracticality of repairing old computers and the economic sense in replacing them with modern hardware. The article highlights challenges in DIY repairs and suggests alternative solutions. Emphasizes the benefits of upgrading to newer, more reliable components.
  • Железо
    Discussion of new peripheral developments for Scorpion ZS 256, including an innovative universal controller and MIDI interface. Highlights enhancements in keyboard and mouse controllers and expansion of built-in software capabilities. Offers details on professional ROM extension and turbo mode for improved performance.
  • Игрушки - Ruster
    A detailed walkthrough of the game Crystal Kingdom Dizzy, including solutions to puzzles and tips for progressing through the story.
  • Игрушки - Павел Рындин
    Description of the logic game 'Bulls and Cows', its mechanics and gameplay. Explains levels of difficulty and the goal to guess a number with minimal attempts.
  • Игрушки - Вячеслав Медноногов
    Discussion on the nuances of 'UFO: Enemy Unknown' game, focusing on alien species, their tactics, and gameplay strategies. Details on game mechanics and future sequel 'UFO-2: Devils of the Abyss'. Includes programming insights and development history.
  • Игрушки - SParker
    Overview of games and software on the Saint Petersburg market in 1995.
  • Интервью
    Vyacheslav Mednonogov shares his journey as a programmer, from assembling his first Spectrum-48 to developing notable games like 'UFO. Enemy Unknown'. He describes challenges and insights in game development and the rise of Russian game localization. His experiences highlight the evolution of programming and software distribution in the 1990s.
  • Информация
    Introduction to ZX-Format, a new electronic magazine for ZX Spectrum enthusiasts, focusing on games, programming, hardware, and community interaction.
  • Конкурс
    Discussion on organizing a new competition for the magazine. Readers are invited to submit their theme ideas. Selected themes will be featured in future issues.
  • Конкурс
    ZX Format announces a competition for the best mission created using the mission editor for the game Laser Squad. Submissions are accepted by mail or in person. Winner receives a box of 3M disks and the next issue for free.
  • Отдохнём - Килат Амор
    A programmer's day filled with dreams, gaming, and casual conversations. Vasetchkin balances ambition with relaxation, embodying the programmer's spirit. Reflects on the demands and enjoyment of a programmer's life.
  • Mailbox - Максим Романов
    Discussion on hardware and software offers in St. Petersburg by LOGROS and Create Soft, including detailed insights on Kempston Mouse interface.
  • Mailbox - SParker
    Compilation of cheat codes for ZX Spectrum games by Sergey Pavlov. Techniques for extra lives and immortality. Not recommended for fans of fair play.
  • Mailbox
    Description of submission guidelines for letters and articles to the magazine, including formatting and submission preferences.
  • Премьера - Алексей Щекин
    Gameplay of Lines game on ZX Spectrum, similar to Color Lines. Move balls to form lines of the same color. Scoring and controls are described.
  • Программистам - Дмитрий Рудовский
    Introduction to advanced BASIC programming techniques for ZX Spectrum 48, highlighting its advantages over 128 BASIC. Plans for future articles include service programs and language extensions. The article serves as a guide for experienced programmers.
  • Программистам - Михаил Спицын
    Introduction to assembly language on ZX Spectrum. Explanation of Z80 processor structure, registers, and basic commands. Includes example programs for learning.
  • Программистам - Андрей Седов
    Mission editor for Laser Squad by Andrey Sedov allows fans to create new missions. Includes user-friendly interface with minimal controls. Offers features like object editing, price adjustments, and sprite assignment.
  • Various
    History of Amiga computer development, its creators, and key features. Evolution from arcade games to a leading home computer. Amiga's market success and technological advancements.
  • Разное
    Review of upcoming ZX Spectrum software products with demos. Highlights include adventure games, RPG trials, and strategic tactics. Several well-known developers contribute to these releases.