Delta's Shadow

A new mega-game from sanchez + co (castlevania, etc) and design by sinc-lair.

It's a pay title but there is a downloadable demo:
https://zxonline.net/game/deltas-shadow/

The launch event was Christmas Day; turn on captions for English translation.


Comments

  • edited December 2020
    You don't have to have a turbo mode -- the 128K version will run on any 128K machine but the graphics will be at the low setting and the music will be single AY. For graphics, that just means the number of animation frames will be lower and some backgrounds won't animate. It's still a high calibre game on the 128K similar to their other works. You do have to be able to run a trd disk image to use it on an original machine though so that means esxdos and a divmmc-like device. The game is big, saves data to disk and does access some data in a random access manner so a tap release probably wouldn't be practical.

    In emulators and machines with higher cpu speeds available, the adds are smoother animation and more background effects.
    Post edited by Alcoholics Anonymous on
  • At 4:14 of the video it is clearly stated that there won't be any tape version, there's just too much data and it is not accessed sequentially.

    "Low" and "high" detail are mostly the same anyway, "high" enables vertical sync, some moving parts in the scenery and debris scattered when the Power Blade impacts with a robot or the walls. I compared the two modes on SpecEmu, since it allows the user to change the processor's frequency; I didn't do it with the Next yet - although you obtain an equally superb Next version in the same offer - but you are not losing that much really.
  • edited December 2020
    Looks incredible. Wow thanks for sharing

    I am sooooo glad I dug my +2 out of my loft around two years ago now. Its just been the best journey ever with it. A computer I brought second hand as a child around 30 years ago now, and new software to play, of this high quality, is just truly magic, so long after I first brought the machine - another big thank you to everyone involved with yet another magic Spectrum release.

    Spoon bending, magic, brilliant stuff as far as I am concerned :)
    Post edited by AD-RS1600i on
  • This is a guide i made so that you can have a ZX UNO on the superb emulator Virtual Retro Machine.

    There is also a setup guide for the new game Delta's Shadow to play it on a clone Pentagon with Turbo Sound and 7MHz CPU.

  • edited January 2021
    For those like me, who really enjoy playing games on the original vintage hardware, I can highly recommend using a K-Mouse Turbo 2017 as, if configured to do so, can define joy pad input for two different fire buttons as keyboard presses. So effectively you define the keyboard controls within the game (QAOP <space> M) and then use your joy pad with the K-Mouse Turbo 2017 emulating the key presses via joystick inputs effectively. Works really nice and two fire buttons has come in handy on a few games (NARC, Golden Axe, ChaseHQ spring to mind immediately)

    I raise it for this game in particular, as using a joypad without this option would be extremely difficult I believe (you need shoot and jump on two different buttons, as up is defined for climbing ladders/ opening doors I believe).

    I am really enjoying Delta's Shadow on my +2 using this config, so thought i'd share :)
    Post edited by AD-RS1600i on
  • edited January 2021
    I really don’t understand why, when using kempston, the second fire button (pin 5) acts as ”suit change” and not as ”fire”. This makes the game practically unplayable.
    Post edited by arttu on
  • arttu wrote: »
    I really don’t understand why, when using kempston, the second fire button (pin 5) acts as ”suit change” and not as ”fire”. This makes the game practically unplayable.

    I didn't realise on Kempston, natively it supports 2 buttons, very cool. Totally agree, would be better to have one fire button for attack/fire and the other for jump.
  • AD-RS1600i wrote: »
    I didn't realise on Kempston, natively it supports 2 buttons, very cool. Totally agree, would be better to have one fire button for attack/fire and the other for jump.

    Kempston is only one button but modern day Kempston interfaces are often two button. The game was made for 8-button controllers like the md pad on the zx next, which reads the extra button through the kempston port. It's probably a matter of what button controls feel better with this arrangement. I think it's probably worthwhile to point out to the programmers that 2-button kempston is a thing so the option to assign better choices to the buttons along with a third button assigned to the keyboard is maybe worthwhile. I know I've seen this suggestion on fb before but the response as been it's an 8-button game.
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