i played this as a kid every night ... never had a colour tv however lol black and white only..what memories...the 80's were a special age in game play history .. hey i had the zx interface 2 anyone recall that?
Yep, it's a great game! I eventually managed to do all the Wally games unaided, apart from Herbert's Dummy Run. It's just too difficult, especially when jumping across the water.
"Pyjamarama was a key turning point for the company. I remember thinking, why not create a true arcade- style adventure game where the objects you collect do more than just earn points, they're actually important to progressing through the game. Allowing Wally to only hold two items at once wasn't intentional - there was only room on the panel to show two items! - but it actually ended up creating gameplay. Each puzzle only required a combination of two things, but you had to devise a route and consider which items you'd need when you got there. Pyjamarama really set the industry benchmark for what an arcade game could be." -- Chris Hinsley (game designer and programmer - Pyjamarama)
I played the spectrum to death as a kid, watching the videos now in 2020 brings back a lot of memories, I remember the classics like sabrewulf, nightlore, underwurld but some of these I’d totally forgotten about until I saw them on here. I could watch these all day! Good times, kids today will never know what it was to load a game and be sat there for ten minutes thinking 👀 is it working or has it crashed lol
LOL @ "The Pound Coin" Some people may not be aware that when this game was released (1984), pound coins (1983) were new and exotic things that people were excited to recieve in their change.
Yep, I recall being slightly annoyed that the then-new pound coin made Douglas Adams' line in Hitchhikers (1978) about humans being obsessed with "small green pieces of paper" (i.e.the old pound note) outdated already. The line still worked for the Americans, I suppose, just not the home-crowd! :)
It was a slight 'glitch' in the hardware known as attribute clash. Programmers learned to get around it with clever coding, graphical techniques or the use of 'two-tone' single colour gaming areas. See the game Popeye for great full colour graphics - Don Priestly worked miracles there.
Increíble juego. Los programadores de aquella epoca hacían maravillas con tan sólo 48KB y 8 colores. Daban lo suficiente para que tu imaginación hiciese el resto. Qué recuerdos y que suerte poder revivirlos con los simuladores actuales
v Called 'attribute clashes'. The Spectrum only allowed you to apply colour in blocks (unless you knew advanced masking techniques - evident in games later in the computer's life). The blocks of colour applied to characters and sprites would then 'clash' if there were no pixels in them. I'd forgotten how bad this game was for that...
It's part of the charm, in my opinion.. Aesthetically, it's eons ahead of today's games. Because people then were more cultured & had to use their imaginations in order to make up for the technical shortcomings
i don't know english, but i'll try to explain. Because a character location couldn't have more than 2 colors at the same time. that's why as U can see when 3 colors conflict happen we can see only 2 colors - background color and color of the graphics.
TFW...you think you just speedrun the game, then you leave the box key instead of the magnet, and all the elevators have shut down forcing you to go back through the attic..
Hi. This was two games before HDR :). After this was Everyone's a Wally, a great game where you could swap between 5 characters, and included the baby Herbert. Then it was Herbert's Dummy Run.
I thought this game was fantastic, I played it on my old black and white tv in my bedroom. It actually looked better and less distracting on a B&W tv, it colour it looks dreadful with all the colour clashing.
Why does everything that moves around have blocks/discoloration around it? Very distracting. Other computers from this time don't seem to have the same problem, they usually look very nice.
djmc27771 : it was hardware design to save memory..screen is a grid of 8x8 squares. Each square is allowed 2 colours, a foreground and a background. Then individual pixels inside grid square are set to 0 (background) or 1 (foreground). Thus allowing colour, but only needing 1 bit of memory per pixel. When you only had 16k (original hardware) to play with, anywhere you can save memory is an advantage.