Describe what makes the Spectrum so special and unique

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  • edited July 2005
    Have a looksee here what Dunny is talking about:

    http://www.geocities.com/justabunchofpixels/BL_CE.png

    Skarpo
    :)
  • edited July 2005
    Ahh the ZX Spectrum and the VTX 5000 modem opened up the world of communication to me and my first tentative steps at cybering....memories.
  • edited July 2005
    On 2005-05-24 15:20, racingroom wrote:
    on the Speccy you have to conform to 8x8 pixel blocks, don't you?
    ...It could also be that I prefer C&C (Colourful and Chunky) graphics.

    I have to admit it was a dissapointment when I realised that you would never see more than 2 colours in one of those 8x8 blocks

    Hmmm, but have you ever seen so many colours on the screen at once for just 6-7k of screen memory? The screen arrangement was a particularly good solution at the time given the design constraints.

    Other solutions may have allowed 16 colours on the screen, but ewwwww, the pixels were massive!

    [ This Message was edited by: absorbentgnome on 2005-07-22 14:29 ]
  • edited July 2005
    On 2005-07-22 13:04, aowen wrote:
    That's nothing. With ColorDraw you can create a 128x192 screen with 8x1 attribute blocks. Of course it takes up all the CPU time to display it. Of course on the Timex you can have 256x192 with 8x1 attribute blocks and no processor overhead. I keep waiting for someone to write a game that takes advantage of this fact.

    You've said that before on a few occasions, but I wouldn't want anyone to write a game for the timex taking advantage of this. How many people would be able to see it outside of emulation? Very very few. I'm interested in this hybrid Spectrum you've created, but I would not welcome all the homebrewers deciding to write for it specifically, because then it wouldn't be the Spectrum and we wouldn't be able to play them on the original machines. We all know the limitations of the original Spectrum - getting round these in new games is one of the things that make the current releases exciting.
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  • edited July 2005
    Oooh! It's frosty in here, and that's fair enough if you feel that way, but it's also delibrately misleading to say what you did.

    You make it out that a large amount of Spectrum 128K games could not be played on the Spectrum 48K. Not true.

    In July 1990, Ocean adapted the policy of making their future releases non-compatible with the 48K Spectrum - everything would be 128K only from then on. This was around the time that other software houses started to focus more on 128K only games. But by the summer of 1990, the Spectrum was just about dead as a gaming platform. And even after this period, the majority of games that came out could still play on the original Speccy. The most (over)hyped game of the year that came out for Xmas, Teenage Mutant Hero Turtles, worked on the 48K, and that was not an unusual thing. Very few games were released that only worked on the 128K in the eighties, and even beyond that. Fair enough, 48K owners wanted to play "Where Time Stood Still" and perhaps "The Muncher", but that's about it.

    And this compatibility thing between 16/48K and the original Spectrum 128K is overdone. Without saying it directly, you are suggesting that a lot of of early games for the 16K/48K will not work on the Spectrum 128K. Well, I've got a Spectrum 128K and I play it regularly. I've played countless games from that pre-86 period and I have only come across ONE game so far that does not work on my machine: Cylu. That's it! Cylu! I know that Elite and Fairlight don't work, but they had re-releases that worked on the 128K that were identical to the original 48K games. I wouldn't worry about one semi-competent Ultimate isometric rip-off not loading on the 128, and neither would you.

    Now to get on to the last bit about that very interesting game Ghost Castles. Why would it need to be ported to the SE if it can run Spectrum games anyway?



    [ This Message was edited by: Spector on 2005-07-24 19:35 ]
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