Adventurer #15
31 июля 2004
  Игры  

Interface - Analizing ZX Spectrum games in 2003 year.

<b>Interface</b> - Analizing ZX Spectrum games in 2003 year.
Analizing this year, and the rest of last one, I think, the
logical conclusion could be made, that we have the raising game
makers' activity. Though, there are not so many games, that are
worth of long time playing, anyway, most of it can leave the
ordinary crap game competitions entries far behind in it's
quality. One of the reasons, as I reckon, is the activity of
Perspective Group - the 'Your Game' contest, the beginning of
game projects distribution, that, I hope, will continue, and of
course, 'Abzac', that directly reveal the field of interests of
its creators.
 We took a little interview with Alex Xor, that shows his
attitude to the current situation and the following development
of game 'industry' on Speccy.

elfh> During last few years you pay a lot of efforts to 
resurrection of game making from depression since the end of 
1990-ies. What leads you and what is the highest purport of 
your activity? 

axor> The main impulse was the fact that there were no good 
games made during last years. The demo competitions became 
boring for me. So, I decided to make a game competition, the 
event that had never been before on Spectrum. There are few 
purposes for this contest, as for me, the main are the 
following: 

 1. To attract groups / people that can make good games for
Spectrum;

 2. To attract consumers, new gamers seldom pay attention to
Spectrum and it is very baneful for our platform. I'm sure,
that new games are able to attract the young generation. I
think it's not a big secret, that it's almost impossible to do
it in big cities, but in province, where clubs and hobby groups
still exist, this method can help. That's why I hope, that our
contest will yield its fruits. However, we rely on contest
participants!

elfh> Are you happy with the last year's results? What can we 
expect this year?


axor> I was quite pleased with last year's results. There were 
many games, with good quality, moreover, this contest was the 
first one for the most of competitors. What can we expect this 
time I don't even know. I was informed by many people about 
their participation, but still (27.10.2003) we have a very slow

movement in this direction, so I'm very worried about the
contest. And I was surprized with six games presented at
CAFe'2003 this year. I don't know why people decided not to
take part in 'Your Game'.

elfh> As for me, the quality of games presented there was 
higher than those from 'Your Game' - what do you think about it?


axor> I don't know. Probably, the last year's "Your Game 'games
pushed authors forward to creating better games. Anyway, I
don't really know.

elfh> The realization of 'Imperia 2' in the way that it was 
done by you became something totally new on Spectrum at this 
time. What was the reaction of users? Will you keep on creating 
such products?


axor> Yes, it was a new approach. I think, here in Russia we had
nothing like that before. But not so much people wish to buy
this game with all that stuff from the package. Will I make
something else of that kind? I shall if anybody able to make
games, music and novels will support me.

elfh> 'Imperia 2' was made only for machines with at least 
256kb of memory. You think this is the only possible direction 
in development of game making?


axor> Of course not! By the way, the game itself let me down. 
Many users were upset because it work only on 256kb, moreover, 
using Scorpion and Pentagon 512 standart. I won't do like this

anymore. I think, that there is a long time ago used standart
for good Spectrum games - 128kb, that's enough, 'Black Raven',
I guess, is a good evidence.

elfh> What is the most important aspect in this case: gamer or 
the game itself? In other words, will Imperia initiate the

appearance of large amount of machines with extended memory?

axor> I think, if someone had the purport of increasing the 
quantity of such machines, then the games like Imperia 2 should 
have appeared 8-10 years ago.


elfh> Is Imperia protected? I admit, the appearance of new 
games will bring the revival of crack scene. What is your 
attitude to this?


axor> I'll keep the secret about protection. What's about crack 
scene - I suppose, it's already history. There's nobody left. 
Those, who still can make something understand the value of a 
new software, and I believe, they won't harm. The time has 
changed, you have to pay if you want something to appear. 
Though it was actual long time ago. If situation with coders' 
fees would have been regulated in the past, now it could have 
been not so catastrophic. And I'm very displeased with crack 
scene! I still can't forgive that asshole, who cracked the past 
year's' Your Game 'release and put it in internet.


elfh> Do you play games much? Do you solve games, that take 
part in the contest?


axor> I seldom play. I have no time, anyway, I prefer to make
something by myself than just play. Honestly, I haven't
completed any game from last year contest, even mine. I played
it enough while developing.

elfh> It is well-known, that today there is an uprising 
interest to retro-gaming in Europe. Have you any plans for your 
appearance on the international stage?


axor> Not yet. Can somebody give an advice how to do it?

elfh> I see the solution of this problem in the following: 
creation of a english / russian languages ​​site with all 
appropriate information for developers and potential customers. 
The games, subjected to distribution, must be comprehensible to 
english speaking customers and russians. The problem with 
formats (Trd / tap) arise, but it can be solved. Our gamers 
aren't used to pay for games, while it is the common thing in 
Europe. Of course, the bet must be done on the release 
appearance and design, as it was done with Imperia 2 - no crack 
can provide such feelings that it's possible to gain having an 
original release. What do you think?


axor> I agree, that this our trick with Imperia 2 is something 
new, comparing with all other game releases made on Spectrum in

Russia. But we have to settle down all affairs with our
(Russian) gamer before presenting such products to the European
audience. Moreover, this game release let us down, cos it has
some bugs. I hope, there will be no more such rush releases.

elfh> How wide 'Abzac' is spread? What is its circulation? What 
can you say about the tendencies in development - does the 
readers amount increase?


axor> We have a large range - Russia, Ukrane, Belarus, Poland. 
The edition is still at the point of 100 copies. The circle of

readers is almost constant, some of them leave, some of them
are just starting reading us, and that's good. Now my question
- Why 'Adventurer' crew don't buy 'Abzac'?

elfh> I've got some issues and I haven't read them completely 
cos I understood - it's not mine. We just have a different 
point of view and different interests, what can be seen in the 
last issue of 'Adventurer'. Though it doesn't decrease the 
value of 'Abzac'. Maybe some final words to the readers?


axor> I hope it won't be censored? Anyway, I shall speak to 
you. I wish you just one thing - to get back where you came 
from, the place you occupied during last years. Now, by the 
readers' replies, I've made a conclusion that people begin to 
like you less. And that's bad. Your attempt to unite our scene 
with the rest has failed, at the same time it caused a split 
here. I suppose, at first, we have to make everything alright 
here, and only then to show it to the rest of scene. I know, 
that time change us, but people like us for our past, not for 
our present. Try do not to lose the reader and correspondents 
and then everything will be fine! Have a good luck.


elfh> Yes, I know that last issue has distressed many people, 
but we are not gonna stop our evolution (involution?). I wish 
you luck in those affairs that we have practically left ...






Other articles:

Editorial - elph: offering himself ...

Editorial - elph: offering myself ...

Editorial - alff: Change is the air that we breathe ...

Editorial - alff: Changes ... is air ...

Editorial - miguel: ... title .. title by myself

Editorial - chasm: By the way, have you read the rules cc04?

Editorial - the creators of the magazine.

News - the latest news from: Research, Arhon, Gasman, Fatal Snipe, Skrju, ZX Time team, Newart, Elph.

News - actual news from: Research, Arhon, Gasman, Fatal Snipe, Skrju, ZX Time team, Newart, Elph.

News - c-jeff about the reasons for the closure of the musical project "emphasis".

News - look Moran / CPU on the current state of affairs in the group of SPU.

News - sq: "I turned on ZX-Stag, otoshel several feet, sat down on his knees and began to kover ... "

News - sq: news around us.

Scene - Elph'a surprised appearance Demo works, do not carry a not that deep, but at least attempts to study their feelings and reflection.

Scene - Emotional consumerism.

Scene - Rebellious demostsener.

Scene - Demoscene rebel.

Scene - History of making demo "WeeD".

Scene - report Miguel / CPU on CAFe'2003.

Scene - Shshshshsh - BOOM! this is where I am? aha on CAFe'2003.

Scene - CAFe'2003 report from Chasm.

Scene - report Bourgeois Pyromaniac on a trip to the Russian party CAF'e 2003.

Scene - pyromaniac CAF'e 2003 report.

Scene - From party to party: reports from CAFe'03 FOReVer and 5 and compare them.

Scene - from party to party Cafe'03 and FOReVER 5 party reports and comparision.

Scene - The report from the Warsaw group AY Riders.

Scene - Gasman'a story of how he had introduced the British inhabitants of the demoscene on Notcon 2004.

Scene - Notcon 2004 report from Gasman.

Scene - the story of group exhibition GALZA.

Scene - GALZA exhibition 2004.

Scene - Moran picks contest graphic black and white pictures.

Scene - Dive Into Monolith (GFX compo).

Interface - Reactions to Spektrumistov Adventurer # 14: Questions and Answers.

Interface - Music is different. Each of us understands it differently, we have different tastes ...

Interface - AS C-major ...

Interface - an interview with musician Rybinsk Ahim.

Interface - interview with Ahim.

Interface - Moran / CPU interview.

Interface - an interview with the Rybinsk coder and musician Moran / CPU.

Interface - an interview with musician C-jeff.

Interface - c-jeff interview.

Interface - an interview with the British muzykntom Gasman / Raww.

Interface - Gasman interview.

Interface - an interview with the Permian muzykntom Kej-Jee.

Interface - Kej-Jee interview.

Interface - Rybinsk interview with musician and artist Miguel / CPU.

Interface - Miguel / CPU interview.

Interface - an interview with Alone Coder.

Interface - Alone Coder interview.

Interface - an interview with the Krasnodar musician Nik-O.

Interface - Nik-O interview.

Interface - an interview with Tchaikovsky the musician Riskej.

Interface - Riskej / OCA interview.

Interface - Yerzmyey / HPRG interview.

Interface - an interview with a Polish musician Yerzmyey / HPRG.

Scene - a survey of manufacturers of games, "What makes you do the game for the Spectrum in a strange time? "

Interface - gamemakers questionnarie.

Interface - an interview with the publisher cluster games Cronosoft.

Interface - gaming like it used to be! (Cronosoft interview)

Interface - Alex Xor on the status of gaming in the ZX Spectrum.

Interface - Analizing ZX Spectrum games in 2003 year.

Interface - elph: "games that I played."

Interface - elph: games, i haven't played.

Interface - moran: "Why do I play."

Interface - Confessions of a serial gamer.

Reviews - an overview of demos in 2003: Detroyt, Why?, Extazy, Microcosm, Wirne, Alienate, Sailor, The Source, Evenless, Fuck You Scene, Caprize, Resurrection, demo22, Weed, China Restaurant.

Reviews - demo 2003 review: Detroyt, Why?, Extazy, Microcosm, Wirne, Alienate, Sailor, The Source, Evenless, Fuck You Scene, Caprize, Resurrection, demo22, Weed, China Restaurant .

Reviews - The history of the gaming industry in the former Soviet space: the 1991-1999 year.

Reviews - The history of the gaming industry in the former Soviet space: the 1999-2004 year.

Reviews - Development of exUSSR games (1991-2004 years).

Reviews - Trends in Spectrum games industry.

Reviews - Tendencies of ZX Spectrum game industry development.

Tutorials - More color! Description packer color video from the demo Weed.

Tutorials - More colours!!! Description packer color video from the demo "Weed".

Tutorials - hewle splines - programs to create spline curves.

Tutorials - hewle splines.

Ottyag - nothing.

Software - vto.poy vepsiya scheme IDE-HDD adaptepa for the ZX Spectrum.

Interface - an interview with the Permian musician Siril/4D.

Scene - AY Riders live in Warsaw.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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