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Author search: Rickard
Haunted House |
Author | Rickard Berglind | |
Filename | haunted-house.z80 |
Year | 2007 |
Position | No ranking |
Format | Spectrum |
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Description | Witness the most terrifying graphics ever seen in a Spectrum game in this multi-screen arcade adventure. |
Comments | This one's billed as a "Multi-screen arcade adventure." At first it sounded impressive, until we actually played it. There's only two screens, and one of those is only attainable at the point of your character's inevitable death? Why inevitable? Because the controls don't work. The "Jump" action appears to be non-existant, despite being referenced in the documentation. The documentation also states, "A not completely finished game from mid-80's" which, in addition to being quite non-specific, is appalling. Calvin Harris sang, "It was acceptable in the 80s." How wrong he was. |
Remmy, The First Part |
Author | Rickard Berglind | |
Filename | remmy.z80 |
Year | 2007 |
Position | No ranking |
Format | Spectrum |
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Description | Rescue your girlfriend from the undead demon that captured her. |
Comments | Apparently, this is one of Rickard Berglind's finished games. I hate to imagine what one of his unfinished games would be like. Oh wait - we already played *Haunted House*. You have to give him top marks for trying though. This one is a Ghouls 'n' Ghosts / Ghosts 'n' Goblins clone (and it *really* doesn't matter which one - it might be a Ghostbusters clone for all we know). Gameplay is at a bare minimum - we've left it running in the background for 10 minutes now and nothing's happened, despite there being at least one "daemon" on screen. It's even got that excellent bug, which should be a pre-requisite of all crap games, where the controls reverse when you hit the left-hand side of the screen. Nice FMV intro, though. |
Shooting Training - Part 1 |
Author | Rickard Berglind | |
Filename | shooting-training.z80 |
Year | 2007 |
Position | No ranking |
Format | Spectrum |
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Description | A military shooting training game. |
Comments | Another "unfinished" entry from Rickard Berglind, although, Turtles aside, it's his most complete looking effort, which speaks volumes about his other games. As should be the case with crap games, both the controls and gameplay are simple. Maybe in this case a little bit too simple. Actually, it's major downfall is that it's not a light gun game. It would beat the shit out of *Bullseye* any day. |
Turtles Part 1 |
Author | Rickard Berglind | |
Filename | turtles1/turtles-part1.z80 |
Year | 2007 |
Position | No ranking |
Format | Spectrum |
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Description | A TMNT rip-off beat-'em-up, with all the fun of attacking a variety of different enemies with none of the drawbacks of paying to license the TMNT name. |
Comments | One of the best entries so far, and the only entry to seemingly feature it's own DRM in the source code (a LIST command brings up what appears to be jibberish and/or hieroglyphics). You play one of the eponymous ninja turtles - it doesn't matter which one - and must defend his home, which is now seemingly somewhere out in the countryside as opposed to the New York City sewers. It's indicative of the impact that shows like *A Place In The Sun* and *Build a New Life in the Country* have when our Crap Games are taking cues from them. Gameplay-wise, it's fairly straightforward - it's of the one key variety, and there's only one move, "Stab," with the controls helpfully emblazoned on the bottom of the screen in large type. Apparently this game was 20 years in the making (19 3/4 of those in the loft. And giving it 1/4 of a year is generous) and it shows; however, it's still better than tat like Daikatana. |
Turtles Part 2 |
Author | Rickard Berglind | |
Filename | turtles2/turtles-part2.z80 |
Year | 2007 |
Position | No ranking |
Format | Spectrum |
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Description | Superfrog, but with turtles, and under the sea. Rescue the beautiful prin... erm.. treasure. What happened to the good old days of rescuing damsels in distress? Maybe it was too PC even for 1988. |
Comments | And so, the sequel. And it's not half bad, certainly one of the better crap games we've played so far. It's a spin on the old Frogger games - cross the river to get the diving gear (we all remember that in Frogger), and then dive down to get the treasure, past one of the largest baddies ever seen in a crap game. But therein lies the problem - in which episode of the turtles did they go looking for sunken treasure? Also screamingly obvious is the misnomer - why is it called Turtles when there's only one of them? Did the other three tell him to sod off? |
Znapshot |
Author | Rickard Berglind | |
Filename | znapshot-klar.z80 |
Year | 2007 |
Position | No ranking |
Format | Spectrum |
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Description | An Arkanoid clone with the unique selling point of slow-moving flickery balls (oo-er) and an extensive array of bonuses. |
Comments | Eh? Znap Zhot? What the hell does that mean? I can only presume that it's Swedish for 'Crap Arkanoid clone.' Which makes the name all the more self-explanatory, as it is a crap Arkanoid clone. What's excellent is that Rickard's documentation describes the bugs as 'features.' We even found another 'feature': there are none of those promised, pesky 'power-up' tokens getting in the way. Instead they're helpfully stored in the bottom-right hand side of the screen, ready to be collected. Otherwise it's pretty much as you'd expect: something that vaguely resembles a re-hash of the 'breakout' game listings in the back of the +2A/+3 manual. It may be a load of old bobbins, but I suppose at least it's semi-competent bobbins. |
Advanced UDG Creator |
Author | Rickard | |
Filename | 31-Advanced-UDG-Creator/UDG-creator.z80 |
Year | 2010 |
Position | 10 |
Format | 48K |
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Description | You want UDGs? You get UDGs - all of 'em! |
Comments | Can it really be what the instructions say? A radical new approach to the last 28 years failed attempts of UDG creation tools? Well what do you think?
After reading with anticipation through the instructions, I was ready to launch the utility to find out more. I read through the two pages of preamble to find out exactly how it claims to render "most beautiful UDG sprites ever seen and the ones that are in fact PERFECT for your next game project"
Well, talk about brute force!
I think can see a couple of flaws in this tool...
Firstly, you need to OBSERVE your UDG in order to memorise it (or worse, copy it down onto graph paper). Now, let suppose for a moment that I WAS superhuman and WAS able to memorise a unique 8x8 UDG ever 50th of a second (a single TV refresh). Rickard has thoughfully chosen to render these UDG graphics at a flat out rante of 2^18 (262144) UDG every second. That means 2^18 / 50 = 5243 different UDGs with every TV refresh. Following on from this, it means that you only get to see 0.019% of the UDGs that are fired to the screen due to the limitations of my TV and ULA. (Maybe I need to pull out Chris Smith's ULA Book to see if I can soup it up a bit)
If Rickard had been througtful enough to add a HALT instruction in the middle of the tightly nested loop, at least my superhuman vision could at least observe each unique UDG.
This bring me on to the second flaw....
There are 2^64 (or 18,446,744,073,709,551,616) unique UDG graphics (which incidently is exactly one unit off of the Wheat and Chessboard Problem. Even at a rate of 2^18 samples being output a second (only 50 per second of which I can atually observe rememeber), it would still take 2^(64-18) = 2^46 seconds to view all the UDG graphics. 2^46 seconds is still 2,229,851 years. I don't have 2 million years to sit waiting for my perfect UDG and I think my spectrum, ULA and TV doesn't either! Maybe you guys do though! All of a sudden, leaving out that HALT statement doesn't seem that stupid after all.
In summary, a nice crap utiltiy with a respectable about of overhype. Not enough spelling mistakes or word-wrap failures for my liking though! |
Matched 8 records out of 1017 currently indexed.
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