Clint & Foreskin

Introducing one of the fastest sequels to hit the Speccy, MatGubbins brings us the next instalment of our hero Clint in this 10-char keyword challenge.  Horace had his Spiders, Clint had his Crabs.  Sabreman had his Wulf, now Clint has his Foreskin to contend with.  In this particular case, the nemesis Dr. Foreskin (pronounced Foh-ress-kiyne – obviously! Doh!).clint-foreskin-loader

The title page explains all, but basically our budding protagonist was rescued by a Doctor who suffered a severe upbringing as result of his much mocked surname that he’s decided to take it out on any random shipwrecked blighter that he might happen to stumble upon!clint-foreskin-title

And so it is, Clint finds himself on your stereotypical moving platform which randomly moves side to side.  In the top left is Dr. Foreskin taunting and generally throwing rude remarks at you a la Monty Python Holy Grail (French Scene).  Unfortunately, no vaches are to be seen though.  Clint however needs his wits about him if he is to stay on the platform (using A and D keys by the way) and not fall to his demise on a row of deadly spikes below.  If you can manage this long enough, the platform reaches the other side and raises up a level just to repeat the process.clint-foreskin-ingame

If you can hold on for long enough, you will be able to jump on a conveniently located boat and escape.

So, unlike the first game in the series, this one is written in BASIC with a few UDGs thrown in.  A very pretty title banner on the title makes good use of colours and the game itself looks half reasonable.

Game physics however have a little more to be desired.  The platform on which you stand appears to move completely at random and so you can be waiting a long time doing your little back-and-forth dance while you wait for the platform to reach the opposite side, just to have to repeat the process a few more times.

In summary, a reasonably crap game although a little too polished to take the crap-pot.  We are looking forward to see what capers Clint appears in next.  Let the saga continue!

Grab hold of your foreskin here!

Score: 1 skin… 2 skins… 3 skins out of 4 skins. F’nar!

And It Continued To Rain

In the words of Edwin Starr: “Rain. Hurgh! What is it good for?” Absolutely bloody nothing, that’s what. All it ever does is make you wet (in a non-f’narr f’narr sort of a way), and it always turns up at the exact point when you’ve got the washing out/barbecue going/whole way to the nearest beach. Yes, I know it’s probably pretty useful for making things grow and stuff, but most of the time I wish it would just sod off and leave us all alone.

However, a recent study by Professor Bertie Ollocks from Merda-Taurorum University suggests that 90% of the planet will be uninhabitable desert by the year 2016. So the one thing that defines Britain and the British – incessant bloody rain, every second or third day from the first of January to the last of December – could very soon become a thing of the past. In which case, as we sit there dying of thirst and stinking of B.O. we’ll start moaning (for the other thing that defines Britain and the British is incessant bloody moaning) that we’d quite like it to rain now, please, just a little bit, from midnight to 6am every week-night, if it’s not too much trouble, but not this Thursday because we’re going to the cinema and it doesn’t finish until five past twelve and we don’t want to get soaked on the way back to the car.

 Rain1

I almost forgot I was supposed to be reviewing this thing from MatGubbins. Here we have the longest keyword challenge name yet, apart from RANDOMIZE RANDOMIZE RAN(Oh Gawd, don’t start all that again. Ed.), as well as a nice bit of word un-wrapping. Crap points ahoy!

There follows one of Mat’s trademark Chunk-o-vision™ screens, and a charmingly titled block of machine code:

Rain2

And then… well, I won’t completely spoil the surprise, but let’s just say that this program does exactly what you’d expect a program called “And It Continued To Rain” to do. The joke wore off quicker than I could google “Supertramp – It’s Raining Again”, but I was vaguely impressed by the use of a machine code routine which meant I couldn’t break out of the thing at all. And if you’ve got no idea what “rain” is because you’ve spent your whole life somewhere nice and sunny, like Spain, Australia or the surface of the sun, or if Professor Ollocks’s predictions for next year turn out to be true, then this is the advanced crappy British weather simulator for you!

I’ve just this second looked out of the window. It’s raining again. Curses! *shakes fist at sky*

Score: 972 millibars out of an occluded front. Whatever that means.

Download .tap here.

Piss in a Pint

Note: This review, like the game, is recycled from last year’s Touch the Ring by R Tape, which in turn was recycled from 2013’s Kick the Ballboy by Rebelstar without a Cause.

To be honest I can’t believe I’m getting away with this twice!

 

Well, you can’t accuse the Spectrum community of not having its finger on the pulse – barely a day has passed since the last big Boozed-up Britain story and a satirical game has appeared. You don’t have to know much about bar work to enjoy this game, if you can recognise Al Murray doing his famous “White wine for the ladies” routine you will know this game refers to the ongoing challenge of owning a bar and having to deal with inebriated and obnoxious customers.

Backstory

Setting the scene

 

The opening screen creates a dramatic atmosphere, and tells you what you need to do: PISS IN A PINT! The game boasts some animated sprites of Massivepubian proportions, and as the customer’s eyes scan the pub left and right, you need to press P to piss while he’s looking the other way. The customer is a creature of habit, and his eyes follow a somewhat hypnotic (and very predictable!) rhythm.

Title Screen

Lovely pint of Chunk-o-vision™ Piss

 

My best score is 102, and it’s harder than you might imagine as you become impatient and attempt to squeeze another one in before the customer sees. In this way PIAP is a very clever, if open ended game. However, it is silent and cries out for some grating BEEP effects.

Rumbled!

High Score Challenge!

 

I may not have said many negative things about this game yet, but rest assured, it is most definitely CRAP! An excellent third Keyword Challenge entry from MatGubbins.

 

Tipshack: When the customer’s eyes have just moved away from the right, you can squeeze out 6 or 7 good drips.

HACK PACK: Zoned-out customer: 2040 LET count=0

 

Score: Piss poor

Download: .tap

Type-in: Advanced Kentish Eclipse Simulator

It may have escaped your attention that there was an eclipse this morning in parts of the northern hemisphere. This is what it was supposed to have looked like:

eclipse

Impressive, huh? However, not half as impressive as the spectacle we saw in the south-east of England. Prolific crap game churner-outerer MatGubbins has sent me a type-in program which emulates exactly what happened in Kent today. I also live in Kent, and can confirm this is an accurate simulation of what happened. Scroll down to reveal the Advanced Simulator in all its glory! (I added the very first command, just to make it 100% accurate…)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

1 BRIGHT 0: PAPER 7: CLS: GOTO 1

Famous Crap Games Throughout History #7: Fire Equals Pain

Many, many school games can fall into the category of “crap”, like marbles, football and Hang Mr Frobisher, but few are both crap and stupid in the way Fire Equals Pain is. Or rather, was, as it is banned from every school across the whole of the UK, and has been since a well publicised incident in 1984. Up until then it was a common winter sport in Physical Education lessons, and even had inter-school competitions, with a national Fire Equals Pain league set up in 1956, initially for boys only but girls were allowed to take part after 1966.

It’s unknown who originally came up with the idea for Fire Equals Pain, and informally it was known by many names in different parts of the country. In Cornwall, it was called simply “Burn”, in parts of Wales it was known as “Fireboys” (as in “Choirboys Play Fireboys”), and in Newcastle school children referred to it as “Aye, That’ll Hurt”.

The premise is simple, and stupid, and you’ve probably played it or a variant yourself at some point: hold your hand over a lit candle, match, or lighter for as long as possible. Whoever can do it longest, wins. There’s a doubles version, where both players on one team hold each other’s hands over the flame. Unsurprisingly, a lot of people got burnt.

However, the Fire Equals Pain League Association (FEPLA) put an end to playing the game in any form after an important league match ran into overtime. Usually, when it’s a draw, the players play again, only hold their hands half an inch closer to the flame. A normal Scarborough Rules match starts with hands at four inches, but when tied, another round at three and a half inches is played. If the players are still tied, this is moved to three, then two and a half, then two inches. In this match between Paul Tripping of Dagenham and previous champion Rhys Anpeace from Aberystwyth, the pair were exactly level after all these additional tie break rounds.

The crowd were tiring, the referee wanted an end to the match. He consulted the FEPLA officials and it was decided to swap out the regulation candles for bunsen burners for one final round. It was a tragic decision.

No sooner had the round started, it was noted that the bunsens were set to a blue flame. The match recorder wrote in her witness statement that both Tripping and Anpeace alerted the referee to this mistake, but the referee insisted they play on at a deadly one inch elevation. The crowd gasped, and the whistle blew. Within seconds both Tripping and Anpeace’s hands were alight. Both struggled hard to maintain their stance, and quickly both were completely ablaze. Members of the crowd shouted for them to stop the game, but the referee insisted play continued. A man on the front row, John Johnsonson, grabbed a fire extinguisher but before he could use it the referee wrestled him to the ground, knocking him out. What happened next is unclear, as the flames had spread from the two players to the surrounding area, and everyone except the players and referee fled the scene, just in time to survive a massive explosion that fire investigators later attributed to Paul’s superheated bladder swelling like a hot air balloon, then rupturing.

The game was never officially played again.

Clint And Da Crabs

MatGubbins is back with his second Keyword Challenge entry; CLINT AND DA CRABS, and once again, sneaks in a second (LOAD CLINT & CRABS CODE) to load in a large block of data.

[Looks at program listing…] Hang on… what’s this… machine code? MACHINE CODE!?

MatG clearly has ideas above his station – give him a month or so and he’ll be doing Alcatraz loading screen$ and 128K AY music! Let’s hope the game itself was at least programmed with the assistance of Andrew Green’s UZXSGD?

Loader

Keyword Challenge – double strike!

 

More Chunk-o-vision™ graphics, starting with that PRINT-based ‘loader,’ are included but this time they’re in glorious Color-o-matic™.

After a good 2½ minutes of screeching the instructions appear and, well, it doesn’t look good for our Clint – he’s stranded on a beach and about to be attacked by a giant crab*!

* Anyone who’s been to the Blackpool Sealife museum knows how scary that can be!

Not much more to see here (except some scores and keyboard controls) so it’s on to the game.

Title screen

Look at those keys!? My fingers hurt already

 

It’s good to see MatG’s use of machine code hasn’t descended into complete madness – he’s stuck with solid UDGs, rather than sprites, moving in comfortable 8×8 block jumps and PRINT statements throughout.

Clint, who also appeared (uncredited) in Return Ink to Move Cat In To A Bin, begins at the top of the screen. Scattered around him are what – I think – are rocks (although they could be turds – Ed.) Coupled with a yellow background and blue border I’d say that passes for a beach. Nicely done.

 

A red UDG, representing the titular crab(s) (You’ll want to see a doctor about that – Ed,) appears at the bottom of the screen and… SH*T!… it’s heading right for me… FAST!

There’s not much to the AI in this game, the crab just heads towards you in the straightest line possible, and if you move it blindly follows you… FAST!

Luckily you can use this to your advantage as, if you skillfully place yourself behind a rock, you can cause the crab to crash and disappear in a puff of magenta smoke.

Unluckily, however, he’s got friends and very quickly you find yourself being chased by loads of the terrifying little blighters!

Avoid-em-up

Run for your life or you’ll get crabs, or something…

 

Unfortunately, in his machine code experiments, Mat hasn’t got to the stage where he can muster a decent control system.

Instead we’re left with a cramp-inducing 8 (eight!) directional keys, for which I couldn’t find a comfortable or logical way to position my fingers over simultaneously, meaning I was at an immediate disadvantage against my creepy little pursuers and got to see this screen – a lot!

They got me!

What a chirpy looking Crustacean!

 

I found this to be a genuinely heart-pounding and traumatic ‘gameplay’ experience as I tried in vain to avoid the crabs while my intertwined barman’s hands ached more with every passing second.

Perhaps you’ll do better and, to be fair, I managed a high score of 10 (Challenge set – Ed) by pure luck in one sitting but, overall, I can’t recommend this game.

 

Scores:

  • Graphics: 5
  • Sound: 1
  • Music: 0
  • Gameplay: 2
  • Overall: Decapod out of a possible Centipede!

 

Download: .tap

MatG’s choice of filename interested me; “clint48only” – suggesting that this only runs on a 48K Speccy? I fired up Fuse in 128K mode and used the Tape Loader and, sure enough, it crashed spectacularly with a B Integer out of range error. Thanks for the warning Mr Gubbins!

 

Advanced Screechy Seagull Torturing Simulator

Once again I find myself whistling Bigmouth Strikes Again under my breath, as a throwaway comment I made a fortnight ago – about loading noises sounding like seagulls being tortured – comes back to haunt me today. This time it’s an Advanced Simulator (yay!) from previous CGC host Guesser, with sprites drawn by p13z. I can just picture the pair of them now, giggling away at the back of the #speccy IRC channel like a couple of schoolboys, going “Let’s wind up the host of the Crap Games competition!”

OK, let’s see how many annoyance boxes it ticks. +3 disk? Check! Like sunteam’s games, this will only run on one of those new-fangled Amstrad things with the diskette drivette thingette on the right-hand side, despite the code being a mere 8 or 9K. If this had come out back in the day I would’ve had to be content with just drooling over the reviews in Your Sinclair while sitting there waiting an absolute dog’s age for Out Run to multiload into my battered old 48k machine. Of course, under emulation anyone can “own” a +3, but that’s not the point, is it? There’s no fun at all in opening a file for it to load straight away – no loading screen, no anticipation, no Schrödinger’s Loader (will it work, or won’t it?) and no loading noises!

Anti-piracy mechanism? Check! Despite Guesser’s admission that the game doesn’t need a +3 to run, when I converted the game to tap and reloaded in a “normal” Speccy, I got this message:

ASSTS1

Ha. Hahaha. Very droll. Now I suppose I could go through the code and work out how to disable this message, but I think I’ll leave that as an exercise for the reader (if there are any left, that is).

To the game. Guesser wrote a comprehensive blurb when sending in this entry, which I’ll reproduce here to save myself some valuable review time:

Picture the scene, you’re standing on the promenade at Whitby, about to tuck into your chips. However, as you open the awful polystyrene box with a squeak, a squadron of herring gulls surround you with their beady eyes locked on the greasy fried potato morsels.
It’s every gull for himself and in the ensuing carnage you are lucky to escape alive. Hungry, and with clothes in tatters you sneak away vowing to have your revenge.

In this exciting game, you turn the tables on those pesky critters. Armed with a pointy stick you return to the scene of the crime and merrily take your revenge.

When you have had enough of prodding marine fowl, don’t forget to press the Q key to exit and see your score!

Couldn’t have put it better myself. So the game begins, and oh my word look at those graphics! I haven’t seen such artwork on a Spectrum since the days of Trap Door and Flunky – if I didn’t know better I’d wonder whether p13z is actually a pseudonym for Don Priestley.

ASSTS2

Being a soft southern shandy-drinker I’ve never been to Whitby, but now I won’t ever need to – this game is so realistic that I can almost smell the fish and chips wafting across the bay from the direction of that giant yellow trouser-snake on the right-hand side. (That’s supposed to be a lighthouse! Ed.) Guesser is rightly proud of his sprite engine, as it features “buffered drawing”, “screen flipping”, and a technique he calles “repurposing the flash bit in the sprite data as a transparent paper colour flag”. No, me neither.

So with the curious key combination of E, R and T, you set about bothering those nasty squawking buggers who keep eyeing up your lunch. It must be cold in Whitby, judging by the long-sleeved knitted jumper worn by the protagonist. But look what happens when you give old Cedric the seagull a vengeful prod with the pointy stick:

ASSTS3

That’s right, he flies up in the air and emits a short SQWAAAAWWWK, via the medium of the Speccy’s loading routine, which contrary to what I previously thought, sounds absolutely nothing like a seagull at all! (or indeed any type of gull, for as we all know, there is no such thing as “a seagull”, this being a layperson’s term and not one used by wildlife experts like Kate Humble. Although on the other hand, there are such things as “tits”. Mmmmm, Kate Humb{There’s only one tit round here, and it doesn’t belong to Kate Humble. Ed.} )

After the novelty has worn off, which takes about three seconds, I realised just how bad ASSTS is. The scoring system is rubbish – you don’t even know what you’ve scored until you quit the game. It only works on a machine which most people don’t have, and other than sending me completely over the edge it has no purpose or point whatsoever (unless you count the point of the pointy stick).

But on the plus side it’s a crap idea well executed, which certainly makes a change from a crap idea executed crappily, and it gives those poor deprived +3 owners a chance to endure the loading noises suffered for years by us lesser mortals. Plus it did make me laugh, so I award this piece of gull guano from Guesser a whopping +3 percent!

Download .dsk here.

Rosco The Cat 2: Egyptian HiJinx

You’d be forgiven for thinking this blog had turned into the ramblings of a crazy cat man lately. First MatGubbins’ keyword challenge entry starring Mr. Fluffykins and Steve the cat, then a game written by a cat (catmeows), and now this moggy-based game from Jamie Bradbury, the sequel to 2013’s Rosco The Cat Burglar In Cyprus Extraction. As I recall, the original game was a pretty BASIC UDG affair in which you (the titular Rosco the Cat) had to wander around the screen collecting as much money as you can whilst avoiding a badly-drawn dog thingy. So I’m thrilled to bits to report that in this sequel you have to wander around the screen collecting as much money as you can whilst avoiding two badly-drawn dog thingies!

Jamie immediately wins a ton of bonus crap points for his choice of filename – rather than “ROSCO THE CAT 2”, which would’ve been a 10-character Keyword Challenge entry, he’s plumped for “loaderr2”. Well done! There’s quite a nice loading screen too, and Jamie’s thoughtfully obliterated part of it with the next block of code (another surefire way to win crap points):

Rosco2EH1

Once the game has loaded there’s an instructions screen (badly word wrapped, natch) with a rather jaunty tune reminiscent of Everyone’s A Wally – clearly Jamie has some musical talent, although a BEEPy rendition of Walk Like An Egyptian wouldn’t have gone amiss. He’s already proven he can write a crap game in BASIC – but can he do it in machine code?

Rosco2EH3

The game starts and immediately proves that he can! Rosco the pixellated puss has definitely got bigger in the last two years – in fact he’s four times his original size. He’s stuck in an Egyptian tomb forever with only a couple of hell hounds and the bitter taste of his own greedy tears for company, and his mission before he dies is to grab as much loot as he can to take to the afterlife and become the richest cat in heaven. Clearly his granny never told him “You can’t take it with you”.

Being a cat, Rosco has nine lives – which is lucky, as those hell hounds are very tricky to avoid. Jamie has chosen WSAD as the (non-redefinable) key combination of choice, which is probably fine if you’re left-handed or were born later than 1979, but useless for old fogeys like me who are used to QAOP. Tch. Bloody hipsters and their silly key combinations and disk images and new-fangled Amstrad copyright messages.

The game actually isn’t half bad – or at least the programming of it isn’t. The sprites move as smoothly as any game from 1984 (I’m not sure whether the author used AGD but either way it’s miles better than the usual blocky BASIC), the cat wiggles his tail about in a fairly feline fashion, and the hell hounds look far more like dogs than the mutant Sticklebrick of the previous game. There’s no sound, but you could always record the title tune onto tape and play it over and over again while Rosco gets killed by the dogs over and over again. But on the crap side, there’s no real point to the game other than collecting loads of wonga – it’s not as if poor Rosco can spend or even eat his dollars, as he can’t escape – and look at what happens once you’ve lost all of your lives:

Rosco2EH5

That’s right, it returns to BASIC! You’ve played the game once, so why on earth would you want to play the thing again? A very good question. But despite the general whiff of cat shit I can’t help thinking there’s a good game in here waiting to escape – a bit like Rosco himself.

Score: 9 lives out of 100.

Download .tap here.

The WOS Forum Experience

I gained a bit of a reputation last year for unintentionally disarming potentially earth-shattering satire, by failing to review entries while the subject of said mockery was still topical.

So, when I saw that sunteam had put in the (Minimal – Ed) effort for a topical gag about the currently unavailable World of Spectrum forums, I figured it was my responsibility to get the review up before Fogarty and the boys get the blasted thing fixed!

My first challenge, however, was to figure out how to load a .dsk file in Fuse.

 

To begin I open the .dsk file from the File Menu. The Spectrum resets and displays an unfamiliar copyright message… Who is this Amstrad!?

I select +3 BASIC from the menu and press enter, then type load “forum.wos” (only because leespoons told me that’s what I had to do!)

I press enter once more but, aside from an ‘OK’ message at the bottom of the screen, nothing happens…

+3 Loader

Manual loading? What is this, 1987?

 

… Minutes pass before I give in to curiosity and press a key – the program listing appears and nearly takes up a whole screen! (Gasp – Ed!)

Aha so it has worked. With the smell of victory filling my nostrils, I type run, press enter and wait…

A solitary (and, if I might say, quite rude) BEEP alerts me to the fact the program has started and that I must now “Press any key to recreate the complete WOS forum feel.”

A small group of onlookers has now gathered around my workstation and, as I move my finger towards the keyboard, you could hear a pin drop…

Press a key

Are you ready?

 

sunteam finally justifies their choice of +3 .dsk format by taking mere seconds to deliver the punchline – albeit to a generally disappointed crowd.

(If this had been a standard Spectrum 48K .tap file we’d have be waiting close to half a minute for this*!)

Punchline

B’dum t’sh. I’ll be here all week!

 

* Unless we’d turned on fast load, natch.

Unfortunately the issue with WoS doesn’t look to be your common-or-garden client-side 404 error, but rather a server-side 503 or “Bejeezuz – what the hell happened to my f*#@in’ server!?” error, so better luck next time sunteam!

 

Score: A clip ’round the ear you cheeky scamp – and think yoursel’ lucky!

Download: .dsk

Famous Crap Games Throughout History #6: Alan Whicker’s World of Wicker

As the end of the 8-bit era drew near, very few companies remained committed to developing games for the Spectrum and Commodore 64. Sometimes an easy port of a 16-bit or arcade title would appear, along with a few games rehashed as sequels and several versions of Fun School, but as potential buyers dwindled so did the number of releases.

One way of maximising sales in a small market was to buy cheap licences for known media, such as Charlie Chalk and Rentaghost. Well known enough to pique interest, but not well known or popular enough (at the time, at least) to demand large licensing fees. One such bargain basement buy were the rights to Alan Whicker, snapped up by IJK Software.

Not his TV show “Whicker’s World”, though. That was still out of the price range of such small time game producers. To get around this, IJK decided to carefully choose a game name that contained the words “Whicker’s World”, but not actually be “Whicker’s World”. They decided upon “Alan Whicker’s World of Cane Furniture”. This quickly caused problems, as the low resolution of the Spectrum’s screen meant that the title would not fit on a single line, so it was changed to something that would – “Alan Whicker’s World of Wicker”, which manages it with just two characters to spare.

IJK brought in long-time associate Harry S. Price to create the game for them. Well known for being able to quickly create original ideas, cheaply, Price was ideal. You could say The Price was Right.

No, I suppose you couldn’t.

Price set to work turning the name into a playable game. As he’d done before, he borrowed a game engine from another title to save some time, and redrew some of the graphics. Within a week he’d created a totally original game, where you as Benhouse Barry have to visit locations around the world, collecting wicker furniture while avoiding Alan and his Angry Red Ostriches. IJK Software were pleased with Harry’s work, and paid him £150, equal to the Alan Whicker rights.

whicker

Your Sinclair, the only Spectrum magazine left at the time, reviewed it but it scored poorly. Their main complaint was that it reminded them too much of an earlier Spectrum game, although they couldn’t quite remember which. They also mentioned that each level, although named after a famous city, bore no resemblance to it, unlike, for example, Pang, or Short’s Fuse. Finally, they slated the way Alan’s comical head bounced around after Benhouse Barry in a completely unrealistic manner. “A total waste of a good licence”, they concluded.

By the time the sequel, Alan Whicker’s World of Wicker 2 (fully using all the available screen space), was announced, the 8-bit game market had completely collapsed and even Your Sinclair had folded – and not just down the middle where the staples were. Promises of a more open world game, with flick-screen platforming and set in the “IJK Wicker Furniture Factory” fell on deaf eyes and the title was cancelled shortly after Harry S. Price was arrested (and subsequently executed) in an unrelated plagorism case. Rumours of a 2013 Xbox One launch title reboot by Rare turned out to be unfounded.