3 matches· test key: 10 rows per page
Flame Software
Came as freebie on the B-side of v1.#"This was my first stab at writing an arcade game in BASIC that actually had moving parts (as opposed to the more simple Trader games). Much of the levels are thinly copied versions of popular games of the time, such as , or . The character positioning is a bit shaky but the game can definitely be beaten. It uses some code from a type in game from C&VG called Stasteroids, which was the first game I ever typed in, and as such, a firm nostalgic favourite. Probably the greatest achievement with this game was the weird out-of-this-world sound effects, particularly the instructions page!"
Flame Software
Initially released through the Prisoner Appreciation Society, Six of One.#"Having watched the Prisoner repeats on the new Channel 4 in 1984, I became inspired to write a game based on the series. The format suited the adventure game very well - an enclosed island from which you must escape. What was different about this game from other adventures though was it had rather a lot of complex discussion about freedom and individuality mixed into the "take plank, use plank on hole" type cliches. Unsurprisingly, the concept and solution to the game was actually written by my dad, upon which I coded it into the final product. As such it is a rather peculiar game with many odd moments that baffle and then surprise, however the solution is best kept close at hand as the game is incredibly difficult to solve, therefore I should pay a visit to my attic to get the solution for you guys if you ever fancy meeting "Number One"! If the solution is listed, you'll know I've done it!"#v1 came with on the B-side, v2 came with on the B-side.
Flame Software
Came as freebie on the B-side of v2.#"Wally was written as a kind of an antidote to , an adventure game that took so long to finish, I started to lose my marbles. So what better way to regain them but to write another game! Perfect sense at the time, madness now. My main aim was to get my friends involved with the game design, so they would enjoy playing it more, and several of the levels are actually designed by friends such as Kenton Levitt and Andrew McCourt. As such, I hold a lot of affection for this game, as it contains the spirit of working together as kids. I actually sent this in to magazine for them to publish. I was miffed at the time, but find their response quite funny now, considering how many pages it would have taken up of their mag - "Very good, but too long.""