Adventurer #15
31 июля 2004

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

<b>Interface</b> - gaming like it used to be! (Cronosoft interview)
GAMING LIKE IT USED TO BE! - Proclaims a slogan at the
Cronosoft site. The label that returns us to the days, when
game industry was not conquered by multinational corporations,
making money on titles instead of playability. The days, when
individuals explored unknown territories of just born computer
gaming. This is so unusual in the modern world, dominated by
high tech, that I couldn't resist the desire to know more about
the label and the man behind it.

elfh> Introduce yourself, please. When did you get your first
Speccy?

simon> My name is Simon Ullyatt, and I live in Boston, UK I got 
my first computer (a ZX81) in 1982, and moves on to the Speccy 
in 1984, at the height of it's popularity here in England.


elfh> How did you start Cronosoft? I mean, what initiated the
process?

simon> Earlier this year, I finished my involvement with the 
last UK Oric / Atmos computer magazine 'Rhetoric' when the 
magazine closed down, so I wanted a new project to work on. I 
noticed that there was several groups and people working hard to

promote the 8-bit (or retro) scene in all sorts of ways, though
very few groups actually 'release' the software on cassette, in
the way that it was many years ago, when these computers were
mainstream.

simon> I thought I would try the idea of ​​promoting, 
packaging, and distributing software for anyone who may be 
interested, with the ideal goal of providing the programmers 
with a payment for every copy sold.


Ideally, if programmers can receive a little extra money for
their efforts, they may write even more new software!

elfh> What is your opinion about the place retrogaming handles 
in the modern world? What could be the future of this passion?


simon> I think that retrogaming will always exist. Even with 
today's more modern systems, like the PS2, Xbox, Gamecube, 
eventually there will come a time, when the systems are no 
longer profitable for the mainstream corporations, and they will

disappear into history.

Sadly, when that happens, there are thousands of people who
still love their old machines, and would love to buy more
software (if it was available).

Happily, the power of the internet, enables these people to get
together, and make something new:)

elfh> What criteria do you adhere, while selecting games to be
released?

simon> It is important, that the gameplay is good. The game 
doesn't have to be original, or to have great graphics, but it 
is important that the game would be enjoyable to play. I would

not, for example, reject a game if it was written using a BASIC
Compiler, or a tool such as' THE QUILL 'or' GRAPHIC ADVENTURE
CREATOR '. Gameplay and 'Lasting Enjoyment' is more important.

elfh> Do you play those games yourself? How much time you devote
Cronosoft? (As I know, you copy all the tapes personally -
isn't it a tedious work? What about the stuff promoting?)

simon> Yes! Definately! I love playing the games, and it is a 
real honour to be one of the first people to play a new game:)


I devote however much time is needed to Cronosoft ... I can
'Make' time if necessary, as it's really a very enjoyable thing
- Especially when someone who has bought a game writes back to
say how great it is! It really makes it all worth the effort. I
do copy all of the tapes myself, and print and cut out all of
the inlays, which can be tedious work, but to be able to supply
the games and make people happy, is great!

Promoting the software is fun, as yesterday (1st November) we
travelled to a computer show in Norwich to promote the release
of a new game, and met lots of interesting Spectrum fans there.

elfh> What was the most successful release to your opinion?

simon> It's hard to say ... all of the titles have sales around 
the same amount, though EGGHEAD IN SPACE is probably the best

seller. I have high hopes for our new game ROUGH JUSTICE:)

elfh> Is spectrum a leading platform for Cronosoft, or you 
appreciate all eight-bit machines equally?


simon> Yes, at the moment, the Spectrum is our main platform, 
with 5 titles. We have four more titles due on the Spectrum for 
the future too. We also have a game for the Commodore 64, and

another planned for the Acorn Electron / BBC format. I am happy
to release software on all systems - Spectrum, ZX81, C64, Vic
20, Oric, Sord M5, Dragon 32, and many others ...! The reason we
have so many Spectrum releases so far, is that is what has been
submitted to me:) With the Spectrum being my first computer, I
will always have a special interest in that format though!

elfh> What pushes you forward? What are the future plans of 
label evolution? What are you dreaming about?


simon> I would love the label to become more well known, with 
more and more releases, on all formats. I really hope that we 
can make enough sales to eventually start manufacturing 
cartridge based games too, for systems such as the ATARI 2600, 
GAMEBOY, Nintendo NES and others. Also, I'd love to support 
some more obscure systems like the SORD M5, TI99, and SHARP MZ 
range. As we have very few costs, then it is still worthwhile 
to support these formats, even if we only sold five copies of a 
game! 

elfh> Do you know about russian individuals releasing the games 
for the speccy on non profit basis? For example last summer 
brought us some new titles - most of it are arcade ones: 
'Lethargy', 'Milos Kasmus', 'Fire And Ice', 'Death Valley', etc.


simon> No, I wasn't aware of this, but I know how popular the 
Spectrum is in Russia and Eastern Europe, and I have seen the 
amazing talent and skill that Russian coders have shown, 
pushing the Spectrum to it's absolute limits! I would love to 
hear from any Russian programmers that would like to release 
software through our label.


elfh> Don't you want to use a diskette as a medium along with 
the tape (for the speccy, I mean) or it is the matter of

ideology / spirit?

simon> Eventually, I hope to expand the range, to include disk. 
There is a small problem, in that there are so many disk 
formats, and also with a large number of Spectrum users in the 
UK having to use the now obselte 3 inch disks, which are hard 
to find. Although tape isn't perfect, it allows EVERY Spectrum 
owner to be able to access the software. I can also supply .TAP 
/ .TZX files by email, if they would like to use the software 
on an emulator.


elfh> What means Cronosoft for you (work, hobby, nostalgy, 
escape from our days reality)?


simon> I don't think of it as work -! It's definately for fun, 
and to do something to help the scene. I get very bored with the

latest PC and console games - the spirit of the 1980's and
1990's has gone from today's software. It's an attempt to
recapture what was good about being a Spectrum (or other)
computer owner. It is very enjoyable, and I'm really happy to
be a part of the scene, and to communicate with such
enthusiastic, dedicated, and interesting people.

elfh> How do you explain a phenomenon of 'man in the machine'
integrity? It works great in the old classic games, even
without all those high-tech inventions. Human imagination is
the key?

simon> I'm not quite sure what you mean here ... Human 
imagination is the key to all great games. High Technology is 
unimportant to make a good game. The best games come from one, 
or a few people working together on a great idea. Today's SONY 
/ XBOX console games, involve hundreds of people, with a large 
amount of money, all writing games to a 'set project' arranged 
under the licensed name of a movie, or character. There's no 
imagination in that, and there's no incentive for the 
programmers of these games to be able to make the games great, 
as they are not free to use their own ideas. With an old 
computer, you are free to make whatever you want! No 
restrictions, no deadlines, no rules ...!


elfh> Maybe some final words to the readers?

simon> I'd like to say 'greetings' to all of our Russian 
friends, and I hope that you continue to show the world what 
the Spectrum can do! I'd very much like to hear from anyone:) 
My email address is: chaosmongers@yahoo.com


elfh> Thanks also to you, for the interview:)

simon> Best wishes, Simon (CHAOSMONGERS) www.cronosoft.co.uk





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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