ZX Format #07: Exploring the Arcade-Economic Game 'TAI-PAN'

           Tai-Pan.

music by MIDISOFT
(C) Aleshkin A.V.
_______________________________

For several days, a steady west wind had been blowing, driving light clouds and seagulls across the sky, which occasionally swooped down in hopes of catching small fish by the tail. The lorcha, a light sailing boat, was sailing with the wind. Taking advantage of the finally settled weather, it quickly closed the distance separating it from the buildings that had recently appeared on the horizon. Equally swiftly, the soul of the young man standing on the deck with a spyglass in hand filled with anxiety and concern. In the last three cities, the prices offered for goods were so ridiculous that there was no question of selling anything, and provisions were running low, with money for them as well. There was very little time left until the loan repayment. Lost in such gloomy thoughts, the merchant did not notice how the ship approached the port very closely. After letting a clipper out of the harbor pass, the lorcha docked at the pier, and he, disembarking, went to inquire about local silk prices. A few days passed, and the former despair had vanished without a trace; almost all the goods had been sold at a huge profit. A great deal had been done, and it was time to rest, as there were plenty of entertainment establishments in any port city.

T A I - P A N
 OCEAN 1986

From the very first days of the emergence of computer games, programmers around the world have been preoccupied with the question of creating a virtual space as close to reality as possible. Since those ancient times, many programs have been created to simulate real situations against various historical backgrounds. Many of them gained worldwide fame, even more have sunk into oblivion, and the most disappointing is that quite a few programs that came close in their parameters to the most famous game - "ELITE" - belong to the second group. "TAI-PAN" is an arcade-economic game that did not gain wide recognition in our country, and the reasons for this remain shrouded in mystery, as the entertaining plot and relatively simple interface make it extremely playable. This game will transport you to the life of the East in the middle of the last century. Just imagine the atmosphere prevailing in a world where ruthless pirates dominate the seas, and you can be arrested in cities at the slightest suspicion, where everyone is an enemy to each other, and the only safety is that which you provide for yourself.


You were in the back room when you met Jin-Kvur. He offered to lend you $300,000, which you gladly accepted. You must repay the loan by July 21, 1841. You gave Jin-Kvur half of the medallion and promised to repay the debt. Just note that you start the game on January 1 of the same year, so there won't be much time to earn money, especially considering that the search for "golden veins" of trade takes quite a lot of time. And so, the young rich man, still a slave, stepped out of the restaurant door and whispered in my ear that he no longer wished to be led by the hand. I replied, "You don't yet know how to manage your thread of life." "Well, okay, teach me," the young man agreed.

GAME CONTROL

Control is done using pictograms and is divided into two main parts: in the city and at sea. The service part of the screen is located at the bottom, where, naturally, the pictograms and some other valuable information will be displayed, which will be elaborated on below.

Control in the city.

The first thing that catches the eye is a whole sea of pictograms, as many as 5 (five) of them. Access to them is possible after pressing the 'space' key or after entering a building. Here they all are in order.

- Money is not rubber, always remember this when you feel the desire to spend more than you should, as it is used for purchasing various items (well said).

- And this is the most beloved pictogram of all peoples, unless, of course, earning money is linked to selling something useful or at half price.

- Strangely enough, but during all my wanderings, there was no more worthy application than picking up or tossing away a club that can be found in the city. Its purpose is to forcibly recruit people into your ship's crew. Just don't swing it around in front of the valiant police, or a couple of weeks of vacation will be guaranteed to you.

- Don't pay attention to the cassette that has caused many nostalgic memories, as the game is quite decently disketted. And I think the arrows speak for themselves, and if they don't, then perhaps you shouldn't sit down to play this game.

A little below the pictograms are:

- the current date, which has some level of usefulness in the first half of the game (game time). For the reason, see above.

- ASSETS. Your passive, i.e., what you currently have in the form of ships and goods, but expressed in money.

- CASH. Your current cash, save it, and you can wander around the shady places later.

Besides such places, there are also more solid business districts in the cities, often spatially connected with the previous ones, which gives an idea of the moral character of Eastern businessmen of that century.
Now let's talk about the internal content of the business and not so business quarters.

BANK.

Not just the place where people dazed by their millions keep their hard-earned money. It's also a place where you can buy yourself a little ship. This is where you should go first after receiving money. The ships in the game are as follows:

- LORCHA

The smallest but fastest vessel. It has only one cannon.

Price - $150,000

- KLIPPER

From here on, the speed of the ship decreases proportionally to its cargo capacity. The clipper has two cannons.

Price - $250,000

- FREGAT

The frigate has four cannons, and if you learn to coordinate them in tempo, you will sink any ship on the first pass.

Its price - $400,000

The next important building in the city:

WAREHOUSE.

Here you can buy and sell goods, the list of which is small: TEA, SILK, and JADE. The price range across the map is enormous, but generally, trading in one country is unprofitable. Additionally, there will be traders on the streets asking you to buy a little box. In principle, you can sell it for more later, but finding that place is a big problem. Remember, a ship cannot carry more than you can stuff into it.

SUPPLIES.

This is where you buy food for the ship's crew and a spyglass. An interesting fact: until the spyglass is purchased, you cannot use the map at sea.

Price of a box of food - $2,000
Price of a telescope - $2,000

INN.

The only place where you can legally hire a crew, how it's done illegally see above.

Cost of drinks - $100
Cost of hiring - $100

ARMOURY.

It sells musket balls and cannonballs. All this pleasure costs only $100 per box. The store is always located near the prison, and it's surprising that in prison, you can walk around anywhere, and no one will bother you.

GOAL (Prison).

You cannot enter here yourself, but don't worry, nothing stops you from waving a club in front of the pharaohs.

Shady places.

In every city, there are two types of dens of iniquity: a restaurant and a brothel. As for the second, it's simple: you walk through the door flanked by representatives of the oldest profession, and literally a second later, you get "an experience unlike any other" (quote from the game) for just $100.

Now let's talk about restaurants. First of all, they offer you food, and if you don't mind spending a hundred, you can do so, but if people only went to restaurants to eat, they would have long gone bankrupt, referring to the restaurants, not the people. Therefore, if you refuse food, they will offer you to play; if you refuse? Well, with such an uncooperative visitor, the conversation will be short; you won't even see the bouncer before you find yourself on the street. However, nothing stops you from going in again. The game (which they offer you) is somewhat similar to roulette, a bit to dice, and overall only to itself. Three dice are rolled, each of which can show one of the hieroglyphs; the first hieroglyph to appear ten times will be the winning one. Did you bet on it? Take your money.

Control at sea

Having done all your business in the city, you can set off on a journey to distant and not always hospitable shores. The most important thing is not to forget to stock up on food; without it, your entire crew will die in just a week and a half. And don't buy too much of it, because upon arrival at any port, the starving crew will eat it all up. There are many more pictograms here than in the city, because controlling the ship requires you to keep track of as many as SIX pictograms.

- Selecting this pictogram will bring up a map of the territory available for sailing. This includes all of southern and eastern China, where you actually start the game, North and South Korea, and Japan. So you shouldn't feel limited. It's worth noting the currents, which are marked on the map with lines. They only flow in one direction, so don't try to reach Korea in record time; you'll spend just as much time on the way back. The main thing is to manage to get into this current. This is done as follows: find the current you like on the map, sail up to it (your ship is marked on the map with a very beautiful star), and when you feel it's nearby, open the map again. After a while, the inscription at the bottom should fold, and the little ship will rush across the map at a terrifying speed. Unfortunately, sometimes in the opposite direction to what you need. Now you can exit the map and "sail with the current." You can accidentally get into it, but if you've already managed to study the region, it won't be a problem for you to get into the right current without any map.

- These pictograms control the ship's management mode. If the first one is on, only the sail is used. If the second is on, the ship moves with both oars and sail. This second mode is called combat and is used when maneuvering near a potential enemy; moreover, the 'fire' button will activate the attack on the enemy ship. However, you should also take the enemy's cannons into account.

- You need to manually adjust the sail area of the ship using this pictogram. After selecting it, you can change the working area of the sail. Pressing 'fire' stops this process.

- Everyone loves to eat, but at sea, it won't be about pleasures, and when selecting this pictogram, it will indicate how many days of food you have left. It is still worth issuing food to people; otherwise, your greatest happiness will be the nearest port, provided you can get there. You can issue rations for a week at once, once a day, or however you like, but don't forget that people are terrible gluttons and will eat everything for the period you issued it for. Thus, you can feed the crew an immense amount of food in one day. But still, it will be more profitable for your pocket to let them fast sometimes.

- The spyglass. However, you can only see the type of ship passing right in front of you through it. Nevertheless, it is worth buying it (see SUPPLIES).

- Shows the direction of the wind. You cannot choose it. You can judge the turbulence of the sea by the sound of the waves, and this factor also affects the speed of the ship.

On the right is the counter of the remaining living crew members, in simpler terms, the number. In addition, greedy pirates will occasionally attack you, and if you're very lucky, you may kill their captain and take their goods along with the ship. You can also buy ships as you get richer, but a caravan of them looks just like one ship; only in battle does it gain an advantage due to the larger crew size. And one more thing: you can only find out your current rating after death, from which it can be concluded that it is practically unnecessary.

In conversation, I didn't notice how we reached the harbor. "Thank you for the lesson," said the young, almost already, merchant. And he added: "I saw quite a few closed doors in this city, but I hope they will soon open for me." He began to slowly descend the almost empty slope to the docks, and soon his lorcha set off on its way, towards the opposite of the setting sun. He did not yet know that in six months he would be gazing at the coastal buildings of Okinawa, worrying about prices in the local trading house. And also that one of the richest Hong Kong Tai-Pans would, in his last hour, release his slaves, lending each $300,000.

_______________________________

Contents of the publication: ZX Format #07

  • From the Authors
    Update on SMUC, distribution issues, and plans for future ZX Format issues. Authors address outdated SMUC info and distribution problems of ZF-6. Upcoming content includes game descriptions and new projects.
  • Аторы журнала
    Contact information and editorial team details for ZX-Format No.7. Provides mailing and electronic addresses, as well as contact phone numbers. Information on the availability of their website and specific contact instructions.
  • Содержание номера
    The article provides an overview of notable software releases on the St. Petersburg market for autumn. It also includes detailed descriptions of games, programming tips, and hardware projects. Interviews, philosophical tales, and reader letters enrich the issue.
  • Игрушки - Welcome
    An overview of software novelties for ZX Spectrum, including games like 'Los Angeles Drugs Bust' and 'Jungle Warfare'. Each game description provides insights into graphics, gameplay, and features. A variety of genres from action to strategy are covered, showcasing the diversity of software offerings.
  • Игрушки - Алешкин А.В.
    The article describes the game 'TAI-PAN' as an arcade-economic game set in the 19th-century East, focusing on trading and survival amidst pirates and danger. It details the gameplay mechanics, such as trading goods, managing finances, and navigating seas with different ships. Despite its engaging plot and interface, the game didn't achieve much popularity in Russia.
  • Игрушки - Soft
    A whimsical narrative in a fantastical world where colors converse with the Last, a character recounting tales of ancient humans, coders, and a mysterious past. The story explores themes of language, translation, and the creation of 'the Last' amidst fantastical beings like flying hippos and sea giraffes. It serves as a fictional narrative with humorous elements, blending science fiction with satire.
  • Игрушки - Alex ASP
    A parody on Tolkien's 'The Lord of the Rings' named 'Bored of the Rings' by Delta 4 is explored. The text references adaptations, humorous adventures of characters like Fordo and Bimbo, and differing versions from Delta 4 over the years. Anticipated prequels and correspondence excerpts with Delta 4's Fergus McNeill are mentioned.
  • Игрушки - Гил-Гелад
    The article provides a detailed guide on navigating the 3D Construction Kit interface for ZX Spectrum. It explains menu options for file management, game setup, and in-game conditions. Additionally, it covers object creation, editing, and logic implementation within the program.
  • Программистам - Дмитрий Рудовский
    The article concludes the description of BB commands and provides tips on their usage. It details the usage of the CLOCK command for time and alarm management on ZX Spectrum. Additionally, it explains the SORT command for array sorting and introduces new logical and mathematical functions.
  • Программистам - Angel
    Introduction to assembly programming for beginners, covering basic concepts and commands. Detailed explanation of processor registers and flags, with examples. Offers practical advice on transitioning from Basic to assembly language.
  • Программистам - GreenFort
    Discussion on fast calculations in assembler for tasks like vector graphics and astronomy. Describes procedures for binary division and multiplication, with examples for different byte sizes. Highlights the adaptability of these methods for increased precision.
  • Программистам - TP, Stinger
    Detailed technical description of the Mod file format for music composition on ZX Spectrum, focusing on structure and data offsets for title, instruments, and patterns.
  • Программистам - Research
    The article describes the capabilities and limitations of the Convert program, focusing on its use for converting images to the BMC format. It includes technical details about the program's functions, such as dithering methods, sprite and screen format output, and the removal of extraneous dots. Additionally, the article briefly discusses the source code of X-Color and its potential applications.
  • Обзор
    The article discusses the ENLiGHT'97 demo-party held in St. Petersburg on August 24, 1997, featuring platforms like Spectrum, Amiga, and PC. The event attracted around 1100 delegates, leading to overcrowding and technical issues, which caused the cancellation of the second day. Despite these issues, the event was generally enjoyable, and there is hope for another event in 1998.
  • Обзор
    Review of VideoFAIR exhibition in Manezh with highlights on video and audio equipment. Amiga-service and various companies showcased their technological advancements in video editing and broadcast systems. Notable innovations include 3D laser-scanned displays and professional audio solutions.
  • Железо - Nemo
    Discussion of KAY technology export to decentralize Spectrum production. Highlights potential benefits and challenges of local manufacturing. Emphasizes quality assurance and support systems.
  • Железо
    The article describes the development of a new Scorpion motherboard, focusing on enhancing graphics, speed, and compatibility with modern peripherals like IBM keyboards and mice. It introduces the GMX (Graphic Memory Extension) board, designed to upgrade existing Scorpion models to match the capabilities of the new motherboard. The GMX board offers significant improvements in memory, graphics, and processing speed, while maintaining compatibility with ZX Spectrum and Pentagon standards.
  • Железо
    The article provides a detailed overview of two popular audio amplifiers for ZX Spectrum users in St. Petersburg. It highlights the advantages and specifications of the 2 X 2W low-voltage amplifier and the 2 X 22W car amplifier. The article also includes a price list and ordering instructions through the 'Nemo' company.
  • Примьера
    The article describes the improvements and features of the Turbo Assembler version 1.1 for ZX Spectrum. It highlights the differences from version 1.0, such as bug fixes, screen size changes, and added features like line editor and syntax checking. It also details the memory allocation and provides a guide on using the editor and compiler functions.
  • Примьера - STS
    Description of the Riff Tracker MOD-editor for General Sound, its features, and functionalities. Provides detailed instructions on using editing and sample management. Notes on the current version limitations and expected improvements.
  • Примьера - Paul Atrides, Alex Noman
    Presentation of Oberon Creative Pack, consisting of ZX-WinWord and Sprite Cutter. ZX-WinWord is a text editor combining text and graphics with advanced features. Sprite Cutter allows sprite creation and manipulation in various formats.
  • Примьера
    Presentation of the second demo version of the game Headball by ZX-Masters, discussing its features and improvements since the first demo. The game offers two-player mode, four levels, three types of projectiles, various options, and computer difficulty settings. Availability of Turbo mode and enhanced synchronization and animation make it unique among other Spectrum games.
  • Интервью - Ruster
    Interview with Digital Reality about ongoing projects like DOOM and Paradise Lost. Discussion of challenges and progress in game development. Preview of their submissions for the ENLiGHT event.
  • Интервью - Ruster
    Interview with members of the newly formed group EXTREME. They work on demos for Spectrum and Amiga platforms and discuss their team members and activities. The interview also touches upon the state of the Amiga scene in Moscow.
  • Интервью - Борис Прытков
    Interview with Samara-based Spectrum enthusiasts discussing their achievements and challenges. Emphasis on community building and publication of Oberon magazine. Efforts to establish a Spectrum network and convert the game WALKER.
  • Интервью - Борис Прытков
    The article is an interview with members of the group Flash inc. discussing their projects for ZX Spectrum and PC, including a music editor with an innovative interface and a new multicolor graphic editor.
  • Интервью - Михаил Акимов
    Interview with Moscow-based group Progress discussing their current work on Spectrum demos, plans for future projects on Amiga, and opinions on the Russian demoscene.
  • Интервью - Михаил Акимов
    Interview with Felix about changes in the tech landscape, the enduring appeal of Amiga despite PC dominance, and his work on 'Winnie the Pooh - 2' for Spectrum.
  • Интервью - Ruster
    Interview with Slash about the ENLiGHT event, including sponsorship issues, attendee behavior, and the quality of music and demos. Discussion of the current state of the Spectrum and Amiga markets. Commentary on music trackers and the future of hardware development.
  • Интервью - Ruster
    Interview with V. Mednonogov after ENLiGHT'97 discussing impressions of the event, future of Spectrum, and his current project 'Black Raven'. Mednonogov shares his views on new hardware and software development and the importance of copyright. He also discusses his plans for upcoming projects and the challenges faced in game development.
  • Здесь был ты
    A satirical guide to gaining power and invisibility using magical rituals and Orbit gum.
  • Здесь был ты - Saggitarius
    A contemplative novella about a man's existential journey after encountering a mysterious individual offering a device called the Stop Crane. Through flashbacks, the protagonist reflects on his life, uniqueness, and his desire to break free from societal constraints. Ultimately, he faces the moral dilemma of using the Stop Crane to transcend time and existence.
  • Почта - Eagle Soft
    Critique of ZX-Spectrum software, highlighting the limitations of current programs and recommending the removal of outdated tools. Discussion on the limitations of assembly programs and the need for more efficient assemblers like M80. Evaluation of current music and graphic editors, with a focus on the redundancy of certain applications.
  • Почта
    Discussion of reader inquiries on ZX Format distribution and content. Responses include details on acquiring issues and technical insights on the KAY-256 computer. The magazine also addresses criticism of its market outlook article.
  • Почта
    This advertisement highlights XL Design Inc.'s software distribution campaign, offering games like 'Plutonia' and upcoming releases such as 'Mortal Kombat'. Mouse controllers are promoted with humorous selling points and pricing details. Studio LOGROS provides a wide range of software and peripherals, with options for local and remote purchases.
  • Разное - Александр Сысоев
    The article discusses the creation of an RPG game by the OBERON GROUP, inspired by 'Eye of Beholder'. It describes the game's humorous plot set in a distant galaxy and the battle against invaders on a planet named Agima. The team invites musicians, artists, coders, and scriptwriters for collaboration.
  • Разное - Viator
    The article describes the development of a new graphics editor called STATE OF THE ART for ZX Spectrum, aiming to improve upon existing editors like ART-STUDIO and ARTIST-2. The team AVALON, inspired by feedback from the SPECCY artist community, incorporates features from editors on Amiga and PC, while also addressing specific user requests. Key features include a user-friendly interface, enhanced magnify mode, advanced shape and window manipulation, and optimized performance.
  • Разное
    Discussion on enhancing consumer quality of Spectrum computers without altering their technical specifications. Suggestions include improving existing support, developing platform ideology, and structural changes. The article also touches on the potential of electronic books and their commercial viability.
  • Amiga Club - Максим Петров
    The article describes the author's admiration for the Amiga computer, emphasizing its aesthetic and technical merits compared to other platforms. It explores the author's programming experiences on Amiga, highlighting its efficiency and the impressive capabilities of its new hardware upgrades. The article concludes by reflecting on the unique community and passion of Amiga enthusiasts.