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The Eurogamer Xmas game! Article

Retro Article by Chris Wilkins

20 December, 2007

Merry Christmas dear retro readers! As it's that time of year when the turkey is getting fat, or has even met its maker by now, presents surround the Christmas tree and chestnuts are getting burnt to a crisp on an open fire, we thought it would be a nice gesture to give all you retro loving readers a gift - a Christmas cracker.

No, not the type you pull over Christmas lunch, but a brand new 10-screen, Eurogamer-inspired, Christmas-themed Spectrum game lovingly developed by Jonathan Cauldwell just for you, our readers.

Fire up your favourite ZX Spectrum emulator (we suggest Spectaculator or Spin), download the Cracker Spectrum file, run it within the emulator and away you go.

The aim of the game - rescue the Eurogamer staff who have been snowed in at EG Towers on Christmas Eve. Watch out for Kristan, Tom, Pat, Rupert, Spanner and myself. Enjoy!

Mr Cauldwell has been writing games for the ZX Spectrum for nearly 20 years and is the proud author of over 30 games. You can download Jonathan's back catalogue here.

During the development of Cracker, I took the opportunity to ask Jonathan a few questions I felt we all needed to know the answers to about the coder himself and Spectrum game development.

Eurogamer: How did you get into programming on the Spectrun?

Jonathan Cauldwell: I saw the games other people were writing on the machine, and wanted to write my own so decided to teach myself to program. Articles in magazines helped, but learning to program the Spectrum mostly involved trial and error.

'The Eurogamer Xmas game!' Screenshot 1

Late Christmas Eve at EG Towers...

Eurogamer: Why choose the Spectrum over the Amstrad and Commodore 64?

Jonathan Cauldwell: Back when I first made the decision it was really a choice between the ZX81, the Spectrum and the Vic 20. Everyone I knew had a Spectrum, and although I had heard of the Commodore and newly released Amstrad they hadn't become established at that point. Somehow the Spectrum managed to remain the most popular one in the UK as other machines came and went. Its biggest selling point was probably its simplicity.

Eurogamer: What tools did you use back in the golden days of the 8-bits to develop your games? What tools do you use now? What hardware did you use?

Jonathan Cauldwell: My early games were developed on a combination of a rubber-keyed 48K attached to an Opus Discovery disc drive, and a +2. Unfortunately, the disc drive gave up before too long and I was left developing games on the +2 with the tape drive. I don't know how I managed, thinking about it now. The source would be written using LERM's Z80 Toolkit, and the graphics drawn with an art package such as Artist II. Nowadays of course all development is done on a PC which is a lot easier.

Eurogamer: Do you develop all aspects of the game i.e. graphics, engine, sound etc?

Jonathan Cauldwell: Yes, the engine, in-game graphics and sound effects are usually mine. 8-bit programmers were almost always one-man-bands back in the day. In the past

I've had a go at music too, but these days usually ask a dedicated musician like Yerzmyey or Matthew Westcott to do the job for me, as they're far better than I'll ever be at that sort of thing. Sometimes I'll ask for help drawing a loading screen too.

'The Eurogamer Xmas game!' Screenshot 2

Coeee, Kris, I'm coming to save you!

Eurogamer: Do you work alone, or as part of a team?

Jonathan Cauldwell: If I'm working with someone else the game is developed first, in isolation.

Once a good portion is done it's sent off to the musician or artist so he can produce something which will suit that particular game.

Eurogamer: What kind of feedback have you received from the Spectrum community?

Jonathan Cauldwell: Very good usually, but I'm paranoid about every new release. I look to do something different with each new game, whether it's a subtle minor improvement on a game style I've seen before or a completely experimental mix of bizarre gameplay elements. Some of my more unusual games have left members of the community wondering if I'm on mind-bending substances at times. Actually, I do drink rather too much homebrew wine but that's another story.

Eurogamer: What drives you on to continue making Spectrum games?

Jonathan Cauldwell: The simplicity of the machine also means that games sink or swim based on how strong their designs are and how good the gameplay is; you can't rely on fancy visuals to get yourself out of a corner and that forces the developer to concentrate on the really important things. Above all it's fun, and I can experiment to my heart's content. Because there's no development budget there are no financial risks involved, and I can fool around with bizarre ideas without worrying about how many units are going to sell. Not even Jeff Minter has that degree of freedom.

Eurogamer: Where do you get your inspiration from when designing a game?

Jonathan Cauldwell: When I'm designing something unusual like Quantum Gardening or Loco Bingo it's always approached from the gameplay side, deciding what gameplay mechanics to put together, and then spending a good deal of time trying to work out how to connect them up in a way that will work and be fun to play. By the time this is done the theme will usually have suggested itself, and I'm left at the end with a game that can seldom be described by any sort of meaningful back-story. That's probably why the plots to my games sound so strange.

'The Eurogamer Xmas game!' Screenshot 3

The handsome, suave, sophisticated MD.

Eurogamer: What is the deal with Cronosoft?

Jonathan Cauldwell: Cronosoft sells tape versions of my software for those who prefer the genuine article and prefer to play their games on the hardware itself rather than emulating it. They don't just sell software for the Spectrum though; they have games for other 8-bit machines, written by a number of authors. Cronosoft makes no profit as commercially these machines have long been dead, but it's important to keep supporting old hardware.

Eurogamer: How long does it take you, from start to finish, to write a new game?

Jonathan Cauldwell: Typically, it is about 2 months. It can vary though, I've knocked them out in 3-4 weeks before, whereas Egghead 5 took 7 months because I had to design 140 unique and challenging screens.

Eurogamer: What is the most difficult aspect of writing a game?

Jonathan Cauldwell: Finishing it!

Eurogamer: What is the most time-consuming?

Jonathan Cauldwell: Generally, it is the data that takes most time to organise. I can knock out a game engine in almost no time at all as I've built up a library of routines over the past couple of decades. Drawing the graphics and generally designing the layout of levels and that sort of thing isn't as quick, as a game needs a sensible learning curve and plenty of variety as the player progresses to later levels. I like to give the player a reason for continuing, and occasionally leave an undocumented surprise in for the player to discover.

Eurogamer: Have you considered developing a modern game for the XBLA?

Jonathan Cauldwell: Apart from handheld consoles I don't really "get" modern games. They have great graphics and atmosphere, but don't give quite as much of a gameplay hit as older games. I wouldn't rule out developing something for a newer machine at some point, but it would have to be something of my own design.

'The Eurogamer Xmas game!' Screenshot 4

Look Mum, I'm on the telly!

Eurogamer: Which games would you list as the five best Spectrum games of all time?

Jonathan Cauldwell: My absolute favourite would have to be Halls of the Things - there's no sound and the graphics are terrible but without these the gameplay seems to be enhanced. Target Renegade, Chuckie Egg and Skool Daze are just perfect. Just to be different I'll name Sheepwalk as the fifth. Actually, it's a terrible implementation and plays like a dog but the idea behind it is fantastic and I just love the mischief the player can cause.

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Comments: 1-40 of 40 in total

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krudster [mod]
20/12/07 @ 15:32
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Look ma! I'm immortal!
sabreman [mod]
20/12/07 @ 15:34
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Ma, me 2 :-)
Krusty
20/12/07 @ 15:48
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Hehe, great idea guys :)

Will give it a go later...
Blerk
20/12/07 @ 15:49
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Corking!

I'm sure the internets are already hard at work on a 'nude patch'. ^_^
Vroom!
20/12/07 @ 15:49
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This is fantastic. Well done Johnathan and EG. :)
markopoloman
20/12/07 @ 15:50
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Great idea Boyo!

Handy thing is, the current game on the retro league is Speccy Manic Miner - so the emulator is ready to go! Will D/L later and have a bash. :)
cauldie
20/12/07 @ 15:56
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Well done Johnathan.

p.s we share the same last name, and we're both game programmers. how spooky!
rauper [staff]
20/12/07 @ 16:04
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Wow :D I literally didn't know anything about this. I've never been in a game before!

*Excited*
jonsaan
20/12/07 @ 16:06
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Awesome. Just let me finish portal and I'll be right with you.
mouse [staff]
20/12/07 @ 16:06
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C64 version or it didn't happen ;)
Blerk
20/12/07 @ 16:07
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I've finished it already! :-)

/is l337
/buffs lapels
/matron!
Blerk
20/12/07 @ 16:11
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I can make you one WOPR. Drop me a mail.

Edit: On second thoughts, I'll just drop you one. :-D
Edited 1 times, most recently on 20/12/07 @ 16:12
Blerk
20/12/07 @ 16:21
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POKE 34425,0 for infy lives, btw. :-)

/hasn't done that in ages

Dizzy
20/12/07 @ 16:41
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>My absolute favourite would have to be Halls of the Things

Truer words have never been spoken.
LetsGo
20/12/07 @ 16:47
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So you finished it by cheating... bah!
zooms
20/12/07 @ 16:53
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When is this out for Xbox 360?
Pirotic
20/12/07 @ 16:57
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what a cracking idea! I might just dust off ye old spectrum emulator and give it a go. Is it much cop? (as in, can you kill them on purpose...)
Spanner
20/12/07 @ 17:37
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It's a great feeling knowing you can die and your legacy will live on in a Speccy game. I'm gonna stop wearing seat belts, start taking cocaine and learn to break dance now I'm a Speccy character!
Sweet work, Jonathon!

@ Blerk: Can the Speccy handle big enough sprites for a nude patch?
Pazuzu
20/12/07 @ 18:00
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Haha, this is brilliant.

Definitely rivaling Moley Christmas for greatest festive-based freebie.
Tweakmonkey
20/12/07 @ 18:10
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Good choice of games: Target Renegade and Skool Daze!
DDevil
20/12/07 @ 20:04
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Bit easy. Completed it on my first attempt. Plays nicely though and looks ace!
Cyclone
20/12/07 @ 20:11
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Fun game. Releasing it today really hasn't helped with my college workload though.
Bru-Man
20/12/07 @ 20:19
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@DDevil: Bit easy. Completed it on my first attempt. Plays nicely though and looks ace!

And that's one of the biggest differences between retro and current games right there. It wasn't accepted you would finish a game in those days, it was a goal in it's own right. Make a game that unforgiving nowadays and you get marked down for it in reviews, howls of derision from those who can't finish it but want to and generally mediocre sales.

Saying that, I'm in the latter camp and would call completing a game on my first attempt "just right" ;)
Lorfarius
20/12/07 @ 20:48
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So does this mean we can expect a game for Easter too? ;)
smelly
20/12/07 @ 21:40
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>@ Blerk: Can the Speccy handle big enough sprites for a nude patch?

Obviously you've never played sam fox strip poker...
SirClive
20/12/07 @ 23:32
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Great stuff. I love pretty much all of Jonathans stuff. I have a nice signed copy of the excellent Quantum Gardening too :)
MrsPacMan
20/12/07 @ 23:42
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I could say soooo many things
Retroid [mod]
21/12/07 @ 08:27
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!_!

/Downloads
JohnnyWashnGo
21/12/07 @ 08:45
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Argh!
.tap files really annoy me - trying to get them to work on a Linux speccy emulator is a fools errand.

Anybody recommend a Linux speccy emulator that can actually play them?
Blerk
21/12/07 @ 08:45
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So you finished it by cheating... bah!

Slander! Hacking only occurred after I'd completed it to get a bit more fun out of the game. :-D

I'll see you in court!
Blerk
21/12/07 @ 08:47
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FUSE can load .TAP files, Johnny.

Otherwise I uploaded my .SNA version to MediaFire.
romanista
21/12/07 @ 10:17
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nice idea, thanx!
chiz
21/12/07 @ 10:33
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Excellent game!
haowan
21/12/07 @ 10:34
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Heh, awesome. Nice one!
bushwod
21/12/07 @ 16:41
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That was great fun. Took me a couple of goes but found it really addictive. You just don't get that with modern games.
idespair
21/12/07 @ 16:54
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Thanks for that - plays nicely on my Christmas GP2X which arrived yesterday.
sabreman [mod]
22/12/07 @ 17:56
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Maybe next year we will get a game done for the Dragon 32 ;-) Thanks for doing this for us Jonathon.
Edited 2 times, most recently on 22/12/07 @ 17:57
neuromancer
27/12/07 @ 18:15
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Great article, great game.

For me, as a coder, it's always as interesting to see how the game is written as it is to play it.

Hats off to Mr Cauldwell for a cracking game - nice to see you in there too, Mr Wilkins.
eddiep
28/12/07 @ 13:36
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Thanks for the cracker, it was a really nice appetizer. Now where's the rest of the game? :)
Joke aside, I think it has a lot of potential - if you don't feel like expanding it, maybe you should write a short "how-to-make-levels" doc and let the crowd run wild?
Have a great new year, mr. Cauldwell :)
sabreman [mod]
28/12/07 @ 16:43
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Jonathan will be blogging the writing of his next game in the New Year - watch out fot it.
Edited 1 times, most recently on 28/12/07 @ 16:44

Comments: 1-40 of 40 in total

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