Spectrofon #21
04 декабря 1996 |
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Mirror - an interview with Mike Singltonom, author of such well-known games such as "Lords of Midnight", "Doomdark Revenge", "War in the middle earth", "Dark Scepetre ", etc.
Today we offer interview with Mike Singltonom, author of such well-known and very popular games such as: the trilogy of "Lords of Midnight", "Dark Sceptre "and many others. However, at the end of the section you can read the full softografiey Mike. Translation (c) STEP, 1996 MIKE SINGLTON - MASTER OF MIDNIGHT MIKE ENTERS INTO BATTLE. Night reigned over the world. Saving for those few who make their way among the dead, peering into their faces, looking for friends and brothers. Rest for the weary soldiers. But still wary Lunar Luxor Prince. Chilling sobs and sharp whistling arrows to hear it from all over the world. The smell of death, the stench of decomposition hang above the ground. And when at last the dawn, before the citadel will face new legions of evil. Rank for the ranks of the warriors a deaf black helmet covering the face, emerge from the shadows of night. So, what do you do? Meet them face to face and, perhaps, shall fall glorious death? Or back away from those who have can go in search of new allies in great war with darkness? Luxor Lunar Prince will make his choice. Will it be done and You if you play the game adventyurnuyu "Lords of Midnight". Since the days of "The Hobbit" none adventyure not combined because successfully imagination and the art of programming. And the result - one of the most exciting and spectacular Games in 1984. But fighting has flooded the world of darkness, do not forget: present Lord of Midnight, Lord of Midnight - it is not Luxor, not his friend Korlet Fey, none of the powerful Lords, whose citadel stand in your way. He - a former English teacher from the Wallace (Wallasey) Mike Singlton. In the first program, Mike prevailed unhealthy excitement, did not like the noble and heroic atmosphere of "Lords." "I started to program four years ago, and My first program was a game-jumps for the Commodore "- he said. However, this was not an ordinary game with jumps; it was written specifically for use in sportbetting store. Fellow teachers endorsed the idea, knowing the interest Mike's in mathematics. Mike taught himself to programming in BASIC. His first serious attempt has been accounting program, but he quickly moved on to things interesting. "We have teamed up with the Liverpool bookmaker firm and launched a full- version of the game "- says Mike." But the very process of game problems, and they were the difference between the game and these races. Under the rules of betting businesses are not allowed to entice customers with no other entertainment, except the actual race. Program Mike was prohibited by judicial order. When your first success in the professional programming ruthlessly crushed by the judicial machine, this can not discouraged. But Mike persevered. His first programming proved to be successful arcade Games for Commodore Pet - Old Faithful workhorse dospektrumovskih times. Through kommodorovskuyu firm Petsoft Mike got in touch with Clive Sinclair and wrote a series of games for the ZX80, the predecessor ZX81. "The contract ended when I wrote six programs in one Kilobyte "- said Mike." But Clive likes, and me interested in the Sinclair Research ". In Cambridge, where Mike went at the invitation of the company, he was shown secret version of the computer ZX81. The operating system for it was then written only "First approximation". "From all this pieces no one knew, and I was asked convert my game under the new car. " The result is a Gamepack 1, set odnokilobaytnyh programs in BASIC, the first commercial program for the ZX81. "I worked on them two weeks before school have a vacation - said Mike - and received 6,000 pounds fee. I do not think that ever been even better. " Mike Singlton always been an avid player. As a teenager, he cut his desktop strategy games like "Avalon Hill" or "SPI". Complex systems rules of such games that provide the realism the game had a great influence on computer games. "It all started with wargames (strategic form games in which the emphasis is on fighting. - Trans.). I myself came up with a few board games, although they have not produced boom. I think I went to the computer it was after the table games. " Spending is not gone together since childhood. Making teaching career, Mike both took part in the game in the mail "" Starweb " ("Star Web"), which held American company "Flying Buffalo" - writers role-play in the fantasy genre "Tunnels and Trolls". "Starweb" was a special game for partners in different sides of the ocean. "We played by airmail, between passages held monthly. I won, and it took me two years! "Win, Mike in late 1981 he decided to hold such a multiplayer game. He called it "Star Lord", and in judging him really helped him "Commodore Pet" with a hard disk. The game was attended by 700 people. Their moves processed by the computer. Multiplayer Game "Starnet", played on the network Micronet, based entirely on the game Mike "Star Lord". At this point, appears on the scene, Terry Pratt, now a managing director "Beyond Software", and then editor of the magazine "Computer and video games" ("Computer and Video Games "). Terry met with Mike, collecting material for an article about games by mail. As a result, Mike has written a game specifically for this journal. Game called the "Seventh Empire", and played her about a year. At the same time, Mike had a hand in "a concoction of arcade toys," as he put it. When the owners of the journal "Computer and video games, "founded the company" Beyond Software ", Terry Pratt resigned as editor and entered the leadership of the new company. "Terry started pushing at me, so I wrote them to the program - says Mike. - It was then that we have conceived of "Lord". " Of course, this idea was not just a flash of insight, as the result of careful deliberation. "I saw the direction in which develop things. I was curious to try their hand at adventyurah. It has long been I was drilling the thought that the graphics in the so-called graphic adventyurah can be improved. Yes, the pictures in the conventional adventyurah look good, but they are not so much talk to you. I wanted to do something very functional. " And the graphics are "Lords of Midnight" was really powerful. Every detail of the screen layout has some meaning for the game. In fact, these pictures is a game in the truest sense of the word. You can see the landscape through the eyes of any of the protagonists. Gorges, forests, mountains, towers, Wolves and many other details appear on the screen and affect the course of the game. The game was developed in some detail before writing. The fact that the technical reasons, the game manual should be sent to the printer in advance. In addition, it was necessary to elaborate layout of keys, because that all teams should have been taken simply pressing the appropriate keys. "So, I started making the game more without interfering with specific programming tasks. The main problem was the memory. With one or two extra kilobytes work would be completed earlier. Believe Or not, I had three times to optimize the code! I managed to stay within, just pack it. " In fact, all the writing game took six months. Incredible, but Mike wrote all on a normal Spectrum, without mikrodrayva. "Mikrodrayvy not arrived," laconically explains Mike. He was quite satisfied with obtaining the graphics programs that can provide 32,000 screens of 4,000 locations. "The code is written very carefully," said Mike, and it is still a strong understatement. "Control procedure takes less than 1K, and even 17K to display the individual objects. The images are stored ordered in size, and it allows so quickly display images. Write a special procedure to increase or decrease the facilities It would be very inconvenient to the same in this method greatly reduced images would look bad. " The game actually has no text input There is only entering commands by pressing one keys. This is not simply a matter of saving memory. Text input is not suitable for such a game - said Mike. - In her so much just happens that the text entry would only slow down the whole action. " Thus, the graphic procedure in the "Lord" - An entirely new word, something that has not been on the Spectrum. No less impressive plot, well-designed map of the country at midnight and the whole game in general. "The plot is entirely designed by me - says Mike." - I began to write history with the main characters - Luxor, Morkina and Dumdarka. "Luxor has a moonstone, which allows him to communicate with its allies in the distance. Thus, the player can control directly many characters. Morkin, son of Luxor - hero without fear and without reproach. He has to find Icecrown - the source of the power of evil Dumdarka. By developing these basic heroes, Mike started drawing the maps. Of course, much more detailed maps than one that is sold with the game, with all objects and names. "I worked for card details and returned to the writing itself history. Instead of just writing the whole plot, I played with his eyeballs. I allowed her to develop on their own and surprise me. I knew myself, why strive only very roughly. " It is interesting that Tolkien, the father of the entire modern fantasy, has worked in a similar manner, allowing the plot to behave and not always knowing what must now happen. Many elements of the game resemble the novels Tolkien. Hiking in the heart of the citadel of the enemy, battle in an almost hopeless war - that basic features like games, and "The Lord Rings. " "I am familiar with the literature in this direction. And, of course, the influence of Tolkien's simply impossible to avoid. I wanted to write a play about the war, to be precise - History Defense plus long quest magic subject. And when the theme of "military quest, here it from Tolkien's nowhere to go. There is in the game, and other elements in the spirit Tolkien. For example, Fawkrin the Skulkrin something like Gollum. "Lords of Midnight" had a huge effect. Just when you're reading this, is preparing to release continued - "Doomdark's Revenge "." We always keep in mind the possibility of continuing, - said Mike. - But Terry wanted to take a break to prepare for the writing of the second game. And I started working on it immediately after the "Lords of Midnight". " Action "Doomdark's Revenge" unfolds in Aysmarke (Icemark), region northeast of the main events of the first game. Charette Pohititelnitsa Hearts (Shareth the Heartstealer) kidnapped Morkina and you have to release him. Helping you Rortron Wise (Rorthron the Wise), already familiar to you in the first game, and his beloved Morkina Taritel (Tarithel the Fey), which appears in the game for the first time. The game is considerably more extensive "Lords." In her 2000 more locations and entire 128 characters (in the "Lord" was 32). Doomdark's Revenge (1985). "I learned a lot, programming Lords of Midnight, - said Mike. - Closer the end of the work I have found ways to rationalize the structure of data to save memory. The situation in the Dumdarke "is more complicated. Now this is not just a standoff Good and Evil, supplemented by many other factors, and the characters become more independent. Land Aysmark divided between five races. In the far north-east people live under the control Charette - complete scoundrels. And then there are the giants, gnomes, fairies and barbarians. All of them are independent and can fight with each other. Independence of distribution means that the Luxor must demonstrate outstanding ability, to get support in their endeavors. For example, he may go to a separate campaign to garner the kind of object, the right race, or perform any task. This creates a fertile ground for inclusion in the main story mini-adventyur. Another new feature - the emergence of female characters: the evil and the good Taritel Charette. "I wanted to make female characters More in "Lords of Midnight", but left it for the next game. "The reason for this - not sexism, and lack of memory. Inclusion in the game both sexes means adding to the dictionary definitions and a new factor - Sex - in the characteristics of heroes. Both are Other devours precious bytes. "The legend is a cursory mention of a female character, and I left the way open," - explains Mike. While the bulk of his time to absorb the work of Beyond, Mike Singlton retains its independence. He continues to remains "free hunter." Two years ago he gave up his teacher's work to devote full time to computers and no regrets about it. "I thought I would regret leaving teaching, - he said - but it turned out that it is not. I miss the kids - they inspired me. I was able to bring their games to the school club and a "run" them. But finally I had to do choice - I was working all the time that he sent Lord unto me. " He also believes that to remain "free hunter - the right solution, at least not yet. "It's certainly not bad - to own his own company. But it would be greatly curtailed the time that I could devote to programming. Me it's not attractive. The days of "home companies passed. Perhaps if you have a network administrators who can be trusted ... " This position fits well with the views of Mike's on himself. He sees himself more as a game designer, rather than as programmer, though, and has first-class programming skills. "Truly, I would like to manage team of programmers - just toss them ideas. Terry has provided for me something similar in the Beyond, but I decided that I earn more by working for himself currently. " Now that Mike wrote the strategic games, he has rarely play them. But he often played in the first, the Japanese board game, which casts a real challenge for programmers already mastered the territory of checkers and chess. "I play wargames every three month or so, and in the first - often. And, Of course, I spend a fair amount of time in the pub, "he adds. Like Mike and the work of the writer. He welcomed the opportunity to write a legend for the booklet to the "Lords of Midnight". "This similar to the feedback from the legends of the program - he says. - At the university I wrote a short novel - an English teacher always write something like that. It was called "Eternal Empire". Remember, There were six or seven versions of it. When Terry suggested the idea of a novel based on the "Lords" as a prize, I said that gladly would have written it. But time running out. " When they went "Lords of Midnight", was announced that for the first prize winner will be romance-fantasy, written in based on his moves in the game. Whatever was in the end this book, we can at least say that the loss to literature in the person of Mike's was to win game world. Sinclair User Annual 1984. SOFTOGRAFIYA MIKE SINGLTONA. Gamepack 1 (ZX81) - Sinclair, 1981 Shadowfax (Spectrum, C64, Vic 20, BBC) - Postern, 1982 Snakepit (Spectrum) - Postern, 1983 3-Deep Space (Spectrum) - Postern, 1983 Lords of Midnight (Spectrum, C64, Amstrad) - Beyond, 1984 Doomdark's Revenge (Spectrum, C64, Amstrad) - Beyond, 1985 Throne of Fire (Spectrum) - Firebird, 1986 Dark Sceptre (Spectrum) - Firebird, 1986 Whirligig (Amiga) - Firebird, 1987 War in Middle Earth (Amiga, ST, PC, ZX) - Melbourne House, 1988 Midwinter (Amiga, ST, PC) - Rainbird, 1989 Flames of Freedom (Amiga, ST, PC) - Rainbird, 1990 Ashes of Empire (Amiga, ST, PC) - Rainbird, 1991 Starlord (PC) - Microprose, 1993 Lords of Midnight (PC) - Domark, 1995 *
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