Skip to main content

TLC #16 - In Conclusion...

The Lower Caverns certainly took longer to develop than I'd expected. We began in July of 2018, exhibited the latest work-in-progress builds at RetCon each subsequent year (bar 2020, where the event was cancelled due to the COVID-19 pandemic), and it felt tantalisingly close to being done for well over a year before we actually finished the playtesting and tweaking. A combination of real-life tribulations, illnesses, injuries and responsibilities artificially extended the development period. Unfortunately for the coder, this had the side effect of giving me perhaps a little too much time to second-guess myself and nit-pick almost everything I had created for the game.

There had been a few times during the process where, once a set of new graphics was incorporated into the game, I found fault with the very next build, and supplied amendments immediately. This occasionally led to confusion over which disk image file was the latest, since I neglected to date stamp them for the first few years. However, the late changes must have been the most frustrating, as both sprites and scenery blocks which had been in place for several years suddenly needed to be replaced purely because I decided I could do better. Some of the changes were fairly minimal, some were just fiddly to re-grab. One of these days, I'll either learn to be satisfied with my own work, or at least start to label things more consistently.

When we presented early builds of The Lower Caverns at RetCon, and when I showed it at my local computer club – alongside the original SAM Manic Miner for comparison – I got very little feedback on its appearance. To be honest, and somewhat dishearteningly, I often didn't even get the impression that anyone was really registering the difference. Several people noticed it was faster and smoother, certainly... but nothing was ever said about the overall appearance of one version versus the other.

More recently, while I had been looking into games on the ZX Spectrum Next, I happened upon some comments that gave me pause for thought. As critical as I have been about games on the SAM generally, and of the conversion of Manic Miner specifically, the quality of games on the Next has been truly baffling. Considering the pedigree of some of the names from the historical Spectrum scene now developing for the Next, many of the games look dull and amateurish. It seems almost analogous to the early days of the original Spectrum... which might make sense if all the developers were novices, as everyone still was back in the early 1980s, but that's clearly not the case.

Obvious clones like Dungeonette and Montana Mike have graphics that look as though they were designed oversized and scaled down for use on the Next, leading to excessive anti-aliasing, and their play mechanics are atrocious. Even the much-vaunted luminaries of the Spectrum world, now developing for the Next, have yet to equal, let alone surpass, their own output from the 80s and 90s. And then highlights like the Next conversion of Aliens: Neoplasma appear to have very little in the way of graphical upgrades on the standard Spectrum version.

And that's where things got weird... because, having noted this lack of significant improvement on the Spectrum Computing forum, one of the people involved in the game responded that, according to their research, most Next users want games to have Spectrum-style graphics, just without the attribute clash of the original machine. They wanted to retain the 'feel' of the old machine, but take advantage of the faster processor, and the improved handling of sprites and scrolling. Given the spectacular graphics the Next is capable of displaying, I found this baffling...

But it did get me wondering if I'd perhaps missed the point of the SAM Coupé version of Manic Miner and its original flat, simplistic graphics. In taking inspiration from the Game Boy Advance and the Windows-based game created by Wonkypix, had I taken The Lower Caverns too far away from its humble origins? In trying to make better use of the SAM's graphical capabilities, had I created something that would no longer 'feel' like a SAM Coupé game?

Consider the handful of games released for the SAM, the graphical side tends to hover through various levels of mediocre – some are packed with bright colours, others look rather flat. Some overdo the shading, some have none. Some take full advantage of MODE 4, others are barely distinguishable from MODE 1 or 2. Is that what SAM users want and expect from the games they play?

It's a disquieting thought... And it really doesn't take much to make me think I've made a horrible mistake, in any given situation.

Time will tell, I suppose... but I'd like to think my contributions to The Lower Caverns will be seen as improvements.

To Be Continued...

Comments

Popular posts from this blog

TLC #1 - What Is 'The Lower Caverns'?

Long story short, The Lower Caverns is an update and expansion of the SAM Coupé conversion of Manic Miner , originally published by Revelation. It's set to be a coverdisk game with an issue of SAM Revival magazine, published by Quazar . Manic Miner , that most quintessential of platform games, has by now appeared on pretty much every system ever made, whether officially, as some sort of homebrew or at the very least running under a Spectrum emulator. It may not appear on so large a range of hardware as Doom , but it must surely be close (although I wouldn't be at all surprised if there's a version of Manic Miner that's playable on an emulator running within a Doom mod ). With few exceptions, each adaptation is the same, familiar game at its core, but takes advantage of a new platform's hardware to deliver something that is the very best version of Manic Miner each system could produce. ...And then there was the SAM Coupé version. The SAM Coupé got its version of

RR #1 - Revisiting Past Glories

While the majority of my graphic design/pixel art has been on the SAM Coupé, I started out on the ZX Spectrum, and wanted to get into game development from a very young age. At the very beginning, back in the early/mid 1980s, I used Pixel Pads , created by a Hertfordshire company named Computer Agencies Limited, which I'd acquired at a ZX Microfair. These were ideal for sketching out anything from a complete screen to individual sprite graphics, since they were designed with the Spectrum's 256x192 pixel screen in mind, with the 32x24 attribute block grid marked out using heavier lines. Most of the time, I used pencils but, over the years of using and reusing the pages of the pad, I ended up using felt-tip colouring pens on quite a lot of them, making them harder to reuse effectively in future. Eventually, however, I acquired The Artist II by Bo Jangeborg, which allowed my creativity to take flight in new ways. I wouldn't say I ever mastered The Artist II , nor OCP's Ar

TLC #8 - Keeping Score

Manic Miner is not a game know for an elaborate, intricate, stylish or elegantly-designed UI so, on that point alone, the existing SAM version manages to be an improvement on the original. Willy's air supply is represented by a couple of compressed air cylinders on the right rather than a simple bar running most of the width of the screen. Lives are represented by large, cartoonish (and, to me , somewhat creepy) heads rather than copies of the Miner Willy sprite. Score and high score were deemed worthy of their own font – a pleasant, calligraphic font using the shades of grey available in the unique palette applied to the 56 pixel rows at the bottom of the screen. The gradient border feels a little redundant and wasteful, but this panel does (almost) everything the Speccy version did, while looking slightly prettier by making better use of the SAM's graphical capabilities. The lives counter is a bit of a problem, though. The size of the heads is such that a maximum of three