Next Magazine Issue 1
Next Magazine Issue 1
Next Magazine Issue 1
THE WORLD’
DEDICATED SINCLAIR
ZX SPECTRUM NEXT
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ENTERING THE
NEXT DIMENSION
elcome to our very first issue of Next Magazine. Incredibly, the
Spectrum Next has been in our lives for over seven years now,
and I was one of the original backers for a board only and a
boxed computer. It was an exceptionally exciting time that invoked many
of the feelings I had when I received my boxed Spectrum 48K when I was
thirteen.
As is always the case when you get a new console or computer, it’s
the availability of software that will make or break the platform. With the
successful delivery of a second batch of computers via what is known as
“Kickstarter 2”, there now seems to be a flurry of development activity for
the Next, with many new titles being released and even more in development
being regularly announced. This seemed like the best time to launch a new
magazine to cover this exciting new platform. Many requested that we cover
the Spectrum Next in our sister magazine, CRASH, and we will continue to
do that. However, many of you felt that the Next deserves its own publication,
including us here at Fusion Retro Books.
As you will see within these pages, we will primarily review games,
but there will also be regular features in each issue, along with tutorials by
leading names in the Spectrum Next community. And, beginning in the next
issue, if you fancy creating beautiful music on your Next, we will feature a
tutorial on how to use NextDaw. There will also be a subscription option for
the magazine, which we plan to produce bi-monthly. Watch out for magazine-
themed binders in the near future.
Chris Wilkins
NEXT MAGAZINE 3
NextMagOS>
Contents SO...CIAL
Features Get your Next online and reap the benefits.
Columns
Previews
Reviews
Tutorials
32
issue 1 april 2024
Editor
SPECTRUM EVOLVED
Chris Wilkins Classic games updated for the Next generation.
Contributing Writers
Craig Turner
Gordon King
Paul Davies
David Saphier
Adrian Sinclair
TJ Ferreira
Chris Wilkins
Cover Artwork
Trevor Storey
Proof Reading
6
Chris Wilkins
Paul Morrison
18
inside
ENTERTAINING, INFORMING, AND EDUCATING
WITH THE SPECTRUM NEXT COMMUNITY
features REVIEWS
6 Spectrum Evolved 18 Head Over Heels
pREVIEWS 42 Celeste
46 Battle Tanks
16 Xeno Brigade 2
50 Crater Crawler
16 Tank War Next
NEXT MAGAZINE 5
NextMagOS>
Feature
spectrum
spectrum
evolved
evolved
6 NEXT MAGAZINE
CRAIG TURNER
the familiar gaming experience to compete
In the wake of Sinclair’s demise as the with contemporaries. Any hope disappeared
final decade of the 20th century rolled in, with the rapid leaps in console capability
Spectrum fans would forever be left with and the micro market eventually succumb-
the lingering feeling of “What if...?”. The ing to the rise of the IBM PC.
brand was milked for its last profitable Fast-forwarding the best part of three
dN
pounds under Amstrad’s administration decades saw fans finally get to see just
before falling out of favour for the ad- where that next generation Sinclair might
vancing march of the console competition have taken their gaming persuasions. With
from overseas. at least five years of indie and Homebrew
experimentation on the Spectrum Next
in the bag, it’s easier than ever to show
ever did the UK’s poster child of newcomers how far we’ve come. It’s time to
the British micro revolution see any take a look at how the platform’s expanding
kind of successor that might have library now offers Spectrum gamers a taste
carried on the legacy of the decade-success- of how the games they loved could have
ful Speccy. There was no new machine with a evolved if someone had taken a brave step
more powerful architecture that could evolve forward thirty years ago.
A
rriving in the original Speccy’s
twilight years, Mastertronic deliv-
ered a solid starship shooter that
did its best to deliver arcade pace, craft, and
landscape detail in as smoothly-scrolling
stages as the humble hardware could
handle, all with smartly designed graphics
that offered a decent dash of colour without
too much of the obligatory attribute clash.
Though a competent and well-reviewed title
that showed the Spectrum was capable of
creating fast-scrolling arcade experiences,
even a casual side-by-side comparison with
similar titles on competing systems showed
a certain choppiness and lack of clarity
in busy moments, chiefly because of the
limited palette, lack of hardware sprites and
inadequate native scrolling.
Conversely, the fast scrolling shooters
of the Commodore 64, such as Hewson’s
Uridium, that actually saw a Spectrum port,
directly highlighted the hardware differ-
ences, whilst titles like Firebird’s Warhawk
never made the leap to a Sinclair system at
all, despite ports to the other 8-bit micros.
Original developer Michael ‘Flash’ Ware
would nevertheless remedy that situation in
NEXT MAGAZINE 7
2020, thanks to the processing power of the of Warhawk from Rusty Pixels gave the platform
Next that embarrasses not only the original its definitive vertical arcade space shooter, just
Spectrum, but its old competitors and even in time for the arrival of the first complete pro-
many of the 16-bit systems of the past. duction Next systems. With power-ups, original
Taking everything that made the original music, huge boss battles, and tricky-but-fair
game great, then multiplying the number bullet hell moments, it’s every bit the arcade-
of enemies, stages, graphical layers, and comparable shooter fans of the genre could
musical accompaniments, the Next iteration hope for.
H
ewson’s futuristic cavern crawler
is fondly remembered by many
a Spectrum gamer, lauded with
90%+ reviews in magazines of the time
thanks to its colourful presentation, tactical
platforming action, and cerebral routing
strategy. Piloting the titular ship to recover
equipment stolen by the space pirates and
collecting different power-ups to handle the
varied enemy firepower is still a very enjoy-
able experience to play when revisiting the
system today.
What does become obvious from repeat
visits, however, is that as expansive as the
maps were, experienced players wished
there could be more. Not only that, but a
little more variety in the action might have
broken up the gameplay a little, and as great
as the sound design was on every platform
the game made it to and no matter which
you prefer, it’s hard to argue the fact that the
SID harmonies of Jeroen Tel on the Com-
modore 64 added so much more depth and
resonance to the atmosphere.
When it comes to the Next, the chance
of seeing another Cybernoid may be unlikely,
owing to the rights still changing hands for
potential monetising of the IP elsewhere in
the present day. However, the talented guys
at prolific Next developers, Sanchez Crew,
did pull influence from another IP to bring one of the best games to be found on the Next
a futuristic action platformer to the system. to date.
Effectively a third entry in the Power Blade Taking control of special agent Nova as
series, albeit without the name attached, he battles an evil corporation welcoming an
Delta’s Shadow manages to not only offer alien invasion, players must navigate a series
a solid title in the genre, but incidentally be of Metroid-like technological dungeons,
8 NEXT MAGAZINE
combating robotic defences, seeking out a third-person speeder bike stage, options
upgrades to a powerful exosuit, and eliminat- to simulate a classic Spectrum graphical
ing a series of stage bosses to save the planet. style, more stages, and even an expansion
Where it shines over more humble games like pack adventure featuring a new character.
Cybernoid is in the variety of attacks, character Action adventures of old could only dream
movement, navigation potential using the dif- of having the power or storage space to
ferent power-ups, superb graphics and music, achieve this level of polish.
and even a departure from the platforming with
E
ven if the story of the West’s acqui-
sition of rights to bring Tetris to the
wider world is now legendary, few
releases outside of Nintendo’s console and
world-changing handheld port have attained
legendary status in their own right. The
game is undoubtedly addictive and, thanks
to its relatively easy design and coding, has
proven to be a popular title on every system
that saw an official release, but a simplistic
puzzle game needs that something extra to
give it some agency of its own.
Enter, then, an unofficial ‘4 block shape
line eliminator’ from Rusty Pixels, offered
as a free digital download for early Next
owners, featuring their mascot
blob character, Crowley, to
boost the presentation. As the
game progresses and players
level up, an on-screen illustra-
tion shows him travelling around
the world, with the in-game
music mixing and switching
to new themes that fit with the
location in question.
With a choice of controls,
and a clean playfield design with
distinguishable, coloured blocks
making faster gameplay easier
to follow, it’s leaps above the
rather ugly backdrop and low
contrast shapes of the classic
computer’s official Tetris game,
with a better replay factor for
puzzle addicts.
NEXT MAGAZINE 9
RPG classic: ROGUE (MASTERTRONIC, 1988)
evolved: VRADARK’S REVENGE (SANCHEZ CREW, 2022)
was starting to look very dated in any guise,
especially when compared side-by-side with
console contemporaries. Had a Sinclair suc-
cessor arrived, there’s no doubt that the genre
would have been forced to evolve to keep up
with the competition. In 2022, Sanchez Crew
finally gave a glimpse of exactly how that evolu-
tion may have turned out.
After creating their Roguelike Vradark’s
Sphere in 2021 for the Spectrum Next, they
rapidly followed it with this fantastic sequel.
With the first game best described as a facelift-
ed Rogue adventure with similar movement,
combat, and thematic elements, ‘Revenge’
T
he OG of dungeon-crawling moved into the more modern definition of an
action RPGs was so iconic that action RPG, with comparisons to the partially
upon its arrival in 1980, it not isometric, top-down 2D adventures of The
only spawned ports to a myriad of 80s Legend of Zelda or the Mana series, as were
micros, but the premise forced reviewers so popular on Nintendo consoles throughout
and gamers to coin the term “Roguelike” for the early 90s. With the hero wizard capable of
similar strategic role-playing adventures that fluid 8-way movement and able to accurately
appeared in its wake. Though technically attack with a range of upgradable magic by
a sub-genre of the role-playing genre, the analog means, thanks to the Next’s PS/2 mouse
cautiousl dungeon crawling, item searching, support, and varied detailed landscapes both
and limited line-of-sight mapping promoted in and out of dungeons and shops to purchase
stealthy progress, careful routing, and a little upgrades, it’s every bit the “proper RPG” that
imagination to fill in the simulated action appeals to RPG fans of the pre-3D era.
on computers that would have a hard time
illustrating the combat and
atmosphere.
Whilst very well received
by gamers as a step above text
adventures and very static turn-
based strategy games, it was a
far cry from the more visual and
cinematic action RPGs that
were to become so popular in
Japan or were starting to cross
genres when powerful consoles
started to find their way into
British homes as the decade
drew to a close. Rogue was still
being enjoyed in 1988, when
the Spectrum got its iteration
of the game, by a nation that
primarily continued to game on
their trusty micros, but the title
10 NEXT MAGAZINE
ARCADE classic: KONG (OCEAN, 1983)
evolved: R.A.M.S (RUSTY PIXELS, 2020)
G
iven the arrival of video games in the
home was a direct result of the rise
of the video arcade in the late 70s,
it’s natural that the main goal of the earliest
games and, indeed, the driving force behind
most mainstream game creation until the end of
the century, was to bring the arcade experi-
ence home. With modest cost-saving home
hardware obviously unable to match the power
and creation costs of the cutting-edge arcade
technology and custom hardware it needed to
achieve that quality, replicating those experi-
ences was always going to be a mixed bag.
Even when the coding capability produced
respectable experiences and publishers were alternative when not at their local arcade.
able to afford the license to release those ports Such was the case with Kong, released
for home systems, the term ‘arcade perfect’ for by Ocean Software in a less litigation-aware
the best of them was thrown around too often time and perfectly competent in its own right
in an era where that was clearly never going to as a watered-down Donkey Kong. It wasn’t
accurately describe what you got to play. More the first and certainly not the last title to rip
often than not, in the early days, it was the case off those stellar golden age arcade games.
that developers couldn’t afford the license or Fast-forward to today and any semblance
the expectations of a licensee in a home port. of compromise can easily be missed, as
Instead, they knew it was a more bankable bet the team at Rusty Pixels leaned on a few
to release an unashamed clone that may risk decades worth of history and development
the irk of more observant publishers if they in preserving great gaming by creating
caught the attention of the wrong person, but R.A.M.S. - Rusty Arcade Machine Simula-
was far more likely to earn good money as an tor. Instead of creating near-perfect ports
acceptable substitute and fly under the radar, or slightly modified versions of the code to
with buyers fully content with their ‘cheaper’ suit the Next’s more-than-capable hardware,
as they did previously with Scramble,
this package takes the real arcade ROM
data of several major games such as
Frogger, Pac-Man, Galaxian, and of
course, Donkey Kong, and interprets
them in a way that can be processed by
the Next’s programming language. The
exact proportions, enemy behaviour, and
gameplay aspects of the arcade originals
are fully preserved, with minor display,
palette, and AY sound interpretations
to suit the system’s native hardware. It
may have taken over 30 years, but the
ultimate goal of ‘arcade perfection’ on a
Spectrum is finally realised.
NEXT MAGAZINE 11
RACING classic: SUPER HANG-ON (ELECTRIC DREAMS, 1986)
evolved: BIKERS DELUXE (CAVERN GAMES, 2021)
challenge, showing Next gamers what should
have been from a newer generation Sinclair
machine.
Originally released simply as Bikers, this
impressive motorbike racing title features full-
colour tracks from the third-person perspec-
tive, massive racer sprites, trackside scenery
scaling, and rapid terrain changes to finally
bring the much-needed arcade speed to a
Spectrum racing game. Though not as bril-
liant as the sound design on some other Next
games, players do get engine sounds, collision
sounds, and even a varied musical accompani-
ment to each of the varied stages to add to the
A
ttempts at bringing racing games experience.
with real pace to the original Though the initial release had some issues
Spectrum varied greatly, from ‘tech- with slowdown and difficulty complaints,
nically impressive considering’ to ‘outright Cavern also demonstrated another major
disaster’. Ports like Sega’s OutRun sadly dis- improvement over games of old by releasing
appointed on delivery, with ridiculous frame a Deluxe patch digitally and later replacing
rates and messy graphics, despite promising the basic game with this version for physical
magazine preview mock-ups. Others could release, addressing both of the issues and
really impress and offer competent, nippy making the game even better for consumers; a
gameplay, such as the port of Taito’s Chase much simpler method of product improvement
H.Q.. Falling somewhere near the latter, offered by the cost-efficient and user-writeable
Sega’s popular arcade motorbike racing nature of the SD software medium.
sequel made a decent
transition to the modest
Sinclair home micro, with
decent graphics, comfort-
able control, a zippy pace,
and even a little colour to go
with the decidedly slick bike
racing challenge.
That said, really getting
that illusion of speed most
gamers of the day expected
from a motor racing title
could never happen on a
system that leans so heavily
on a mostly monochrome
screen and can’t push
those pixels around fast
enough with scaling effects
to offer the excitement of
their arcade counterparts.
Cavern Games answers the
12 NEXT MAGAZINE
NextMagOS>
Column y www.youtube.com/macsociety
TJ’s Corner
I am TJ Ferreira from Northern California, and you can see what
Sinclair Next shenanigans I am up to on my YouTube Channel.
I
n 1980, I was ready to buy my very first
computer. I had many choices, and
believe it or not, the Sinclair was on
WHAT THE HECK IS my radar, as I had seen some advertisements
GOING ON?
for this slick-looking wee-little white number
called the ZX80. It sure looked cool to my young
8-bit eyes, but I did my due diligence, exploring
O
K OK, yes, I am very excited, all my options. You see, I had to buy my own
as you can tell from the above computer with my own money. Back in a time
statement, but also quite amazed when kids like me (not even a teen yet) worked
that this bloke (me), TJ Ferreira from the for money, I was a busy little dude.
United States of America, not exactly a Paper routes here were commonly handled
Mecca for the Sinclair line of computers, has by young kids: waking up super early, wrapping
been asked to write a column for this new the papers with rubber bands, loading the
magazine. I mean, “do folks in the USA even papers into double-sided packs we slung over
know what a Sinclair is?”, some may and our shoulders. Then we either walked or rode
have asked me before. our bicycles, throwing said papers right at the
Well sure, there are some, and stepping front doors of fine folks who would read the
back to the early 1980s there were a few newspapers with their cup of coffee. We worked
more, but here in the USA, it was mostly hard; I know I did with two paper routes, and
about other 8bit computers like the TRS-80, after many years of saving, I had about $1000
Atari 400/800, Commodore Vic & 64, Apple to spend.
IIs, and a few other oddballs, with the After buying many computer magazines
Sinclair computers taking up a very small to read reviews, and going to stores such as
sliver of that pie. Macy’s (yes, Macy’s sold computers), Kmart,
14 NEXT MAGAZINE
eye candy opening my eyes, I started to
have 8-bit dreams all over again, and some
new loves were stirring my heart. These 8-bit
dreams were not coming from my beloved
Atari but instead a sexy black little number
from the UK - the Sinclair ZX Spectrum Next!
I started to stay up to the wee hours of
the night finding anything I could read about
Sinclair, specifically staying abreast of all
the news about the new Kickstarter that
would come for buying the new Speccy Next
Computer. Yes, I already started to get the
actual computer stores and the like, I honed my Speccy Fever, and the only cure was to buy
choices down to two computers - the Atari 800 a cowbell. No, no, dummy, the only cure was
or the Sinclair ZX80. Two VERY different com- to dive deep into a new Rabbit Hole and buy
puters! Now, you must be shaking your head in and play with many older Sinclair Computers
amazement! And yes, I get why you would, but until that point in time I could buy a Next!
let me further explain. I fell in deep, and hard! I now own most
In 1980, the Atari 800 with a Cassette of the older vintage Sinclair computers and,
Recorder was about $1200 off the top of my as of today, own two Speccy Next (Kick-
memory. This was above what I had saved and starter #1 and #2), and even created my own
a boatload of money for a young kid like me. I video game for the Next, Invasion Of The
earned every penny of it and worked hard, but Cloud People – The Next Storm.
man, you know how many other goodies I could
buy for $1000! As for my second choice, the
T
Sinclair ZX80 was just a tad under $200 US. I he story about the first game that
could buy the computer and tons more games I made will come another day, as
for it AND have leftover $ for BB Guns, Wrist I have run out of space here, but
Rockets, and tons of Candy! Haha. wanted to say I am thankful, SO thankful,
I was in a pickle choosing what my first that Chris Wilkins asked me to write for this
computer would be, but went with the fun magazine. I have many stories to tell. even if
factor of what I could do with the one I would I am a funny little bloke from across the pond
end up with (the Atari 800 won this kid’s heart). where Sinclair did not rule but somehow
However, I could not fully afford it after all. I was found a place in this old man’s heart!
$200 short! If memory serves, I chose the Atari
800 after seeing one at Macy’s and then started
to bug my parents to help me buy it. I seem to
remember they pitched in the $200+ to get the
cassette recorder and even a game or two.
Did I choose well? Hell yes! As much as I
love Sinclair now, there really is no comparison
between an Atari 800 and a Sinclair ZX80. We
can end that argument here; the Atari had color
and sound! Done. I mean, eye candy and kids
go hand in hand.
I
made the right choice back in 1980, but
how about fast-forwarding to 2017 and
some shenanigans going on in the retro
computer scene? Some blurb about a Spectrum
Next, with all sorts of social media and online
NEXT MAGAZINE 15
Next g a me
NextMagOS>
Previews
previews
WITH GORDON KING
E
X ON R
B IGE
DA 2
data KNA T WAR E
N TX
Dev: Les Greenhaigh (Greenman Software)
Date: TBC 2024 data
Link: https://bit.ly/3TumrOI (Xeno Brigade) Dev: Steve Baker
Date: TBC April 2024
Link: https://elegor.itch.io
L
es Greenhaigh from Greenman Soft
contacted CRASH to say he’s busy
I
working away on Xeno Brigade 2 n Tank War Next, players assume
for the Next. This highly anticipated sequel the role of a battle tank commander
combines the tactical depth of Laser Squad assigned the thankless task of pen-
with elements of Lords of Chaos. etrating hostile enemy territories. The primary
Continuing the saga from its predecessor, objective is neutralising enemy turrets and
players will delve into the relentless struggle clearing the path for subsequent assaults
of the Xenos as they strive to reclaim their to secure and assert dominance over these
dominion across varied landscapes, including contested areas. To advance, players must
lush jungles, ancient Aztec ruins, treacherous demolish multiple turrets on each battlefield
mines, and futuristic space stations. Expect while contending with threats from enemy
immersive turn-based combat mechanics tanks, infantry, and hazardous minefields.
and engaging gameplay experiences tailored The game features seven distinct maps
for solo adventurers and multiplayer battles. and six thematic environments (grassland,
Look for its release later in 2024. desert, winter, swamp, moon, and lava),
What do you mean you haven’t heard offering an array of battlegrounds for explora-
of the first one? It’s only a hyperlink away tion. One of the key goals when designing the
(above). game was to allow new maps and themes
16 NEXT MAGAZINE
to be easily added - DLC folks, DLC for our readers’ interests. What really stands out in
Spectrum Nexts! It’s expected to be released this game are the lovely large sprites - for a
around April time. If this wargasm sounds like humble Sinclair computer, this looks remark-
your mutton, check out Steve Baker’s website ably 16-bit. Expect to see this released
via the link to the left. around summertime this year in both digital
and physical formats.
CAIA TP N SQR AU E
W
AJ - E HT INE
T RNIT A LANO
E M R T V O INA A IKRA I S
ULP
V
DA ENR UT ES data
Dev: Jimmy Biscuits
data Date: TBC
Link: https://bit.ly/4akbSEA (Alpha Demo)
Dev: Michael Moore
Date: TBC Summer 2024
Link: https://bit.ly/3PxRRSZ
W
e all love a good tribute, don’t we?
We can’t accuse it of plagiarism
when it pays homage to an iconic
M
ichael Moore has been yelling up to game. After chuckling at the cool name,
the penthouse at CRASH Towers we decided to check out this early alpha. It
about the game he is currently instantly transports you back to the day you
working on as the graphics artist. We’ve been may have first laid your hands on a rotary
watching its progress on Facebook for some controller. It looks very much like the game
time, and it looks very lush. It’s a fast-action that inspired it, and the scrolling is mega-
platformer which is sprawled over 50 glorious silky. Instantly, we thought, if only Rambo on
levels (containing no fewer than 180 rooms) the Speccy was like this.
where you control the main protagonist, The game is in its very early stages, and
Captain Square Jaw, who is busy exploring there isn’t much to see aside from running
the mysterious environments, avoiding booby along the landscape and shooting, but with
traps and bashing all the various monsters he no enemies to kill. Instead of the vertical
encounters. screen orientation, the game is in standard
The magic word has also been used in horizontal mode. This has the potential of
the game’s description - it’s a Metroidvania- being a great shooter for the Next. If you
style game! That will pique many of our want to try the demo, follow the link above.
NEXT MAGAZINE 17
NextMagOS>
Review
data
Dev: Michael “Flash” Ware,
Simon Butler, Space Fractal
Pub: Rusty Pixels
Date: Out Now Price: Free
Link: https://bit.ly/3VtLN1z
Keys: Redefinable Joy: Multi-button
Review: Gordon King
When you look at the Spectrum’s voted fell in love with the dynamic
lists, Head Over Heels is a consistent top duo that is Head and Heels.
40 contender. I’d have said top ten in that Each character has their own
last sentence if it wasn’t for CRASH of ability (jumping and gliding for Head
yesteryear’s placement at number 30. It and running fast for Heels), and the pièce de
has endured well over the years, and the résistance is the union of both, which takes
original is just as playable today as it was a little time for that initial meet-up as they are
in 1987. And with a handful of remakes, its separated in prison when the game begins.
popularity has remained strong since its Head can climb atop Heels when they are in the
conception. same room, and then they combine abilities -
the best of both worlds. This sets the basis for
solving the puzzles and accessing areas within
the game. Sometimes, you need both charac-
W
hat makes this isometric game
one of the system’s most popular ters together, whereas other times, they must
titles? Simply, it took the isometric separate again, only to rejoin at a junction point
genre that Ultimate showcased and made further down the line. And with a simple press of
it infinitely better. With over 300 screens the ‘swap’ key, you can jump between charac-
and different worlds to visit, liberating these ters as many times as your heart desires.
enslaved regions and retrieving their stolen When the news hit that Michael “Flash”
crowns always seemed daunting. But we all Ware, Simon Butler and Space Fractal were
18 NEXT MAGAZINE
joining forces to create a version of this
for the Next, the community took notice. If
you’ve perused issue 19 of CRASH, especial-
ly the insightful interview with Michael, you’d
know of his dedication and tireless efforts
towards crafting the definitive version of Jon
Ritman’s classic game. This new iteration
of the game not only retains all the original
rooms but also introduces an entirely new
area for exploration. All in all, with lots of spit
and polish (and probably a lot of swearing
from the team), we now have a well-expand-
ed game with over 500 rooms to explore.
Criticism
GORDON KING
R
ight from the outset, with the lovely
re-done loading screen, a wave
of nostalgia hits you like a career-
ing juggernaut, and the theme tune is like a
familiar voice that waggles its wet tongue in
your ears. Even before you begin the quest,
NEXT MAGAZINE 19
modern options such as difficulty and game vast amount of tunes and ditties in the game
speed settings allow you to cater to your far exceeds the ones we heard in the original,
playing tastes. Once you’ve wiped the tears and you will find yourself humming these long
of emotion from your eyes, playing the game after the game has been turned off for the day.
evokes the same feeling as when we first laid The game isn’t tit for tat either; you will have
eyes on it back in the day. As grown-ups, we moments where you say, “I don’t remember this
forget how much of a visual marvel the game route in Bookworld”, or such. This is because
was in 1987, and this version is recreating the gang has added some additional fat to the
that moment - we are re-seeing the game as game, and there are new rooms with golden
if we were impressionable teenagers again. hens to find and collect. These, in turn, can be
Aside from the obvious improvements on used for cash in the game’s shop for extra lives
every front, the game is littered with subtle, or doughnuts. The angler fish save points are
nuanced features - chiefly ancillary anima- still present, but they now physically save your
tions that add more soul to the game (watch progress at that point, allowing for continued
out for Crowley making an appearance). The playing at your liberty.
20 NEXT MAGAZINE
and beautifully as before.
Polished, expanded, and with some
beautifully crafted music through-
out, it goes without saying that if
you enjoyed the original, you will
absolutely adore this incarnation. The
subtle extras really make this game
extra special; from the animated crea-
tures coming out of the walls to the
suits of armour giving you the eye,
it’s those little details that show you
that the team behind this really, really
put the effort in to bring us the best
that’s possible for this cat and dog
duo. You’d be barking mad to miss
this one. As Tears For Fears once
sang, “Something happens and I’m
head over heels”. That “something”,
I’d wager, would be this beautiful
The additional world - Techtown - is just offering, Roland.
the cherry on top of the icing, adding the total
screen count to over 500 rooms. Ultimately,
ScoRE >
Head Over Heels on the NEXT plays as well as
it ever has; it looks fantastic, sounds incredible,
handles perfectly and has quality-of-life im-
provements that try to tackle some of the issues
that were present in the original. Let’s call this
NEXT MASTERY 95%
the director’s cut (minus the original director), GRAPHICS 94%
and let’s agree that this is now the definitive
version of the game to play. PLAYABILITY 94%
AURAL DELIGHTS 93%
Criticism ADDICTIVE QUALITIES 91%
PAUL DAVIES
To recreate such a massive game and make it
W
hat a delight to see these two friendly even larger borders on lunacy. Mike’s coding
furry faces again, and it’s even more prowess, Simon’s graphic design skills, and
delightful to see their furry faces in full Space Fractal’s audio expertise collectively
mirror the merging of abilities within the
colour for the first time. As upgrades go, this is game. While impressive on their own, when
up there with the best. Retaining all of the origi- combined, they form an unparalleled synergy
that elevates the overall experience to
94%
nal’s charm and quirkiness, Head Over Heels
has been given a massive facelift and makes extraordinary levels.
full use of the Next’s powers, pushing it way
up ahead of the Speccy original. Every detail
has been given a lick of paint and polished to
perfection, with the game playing as smoothly
NEXT MAGAZINE 21
NextMagOS>
Feature
the Next
w ave
CRAIG TURNER
C
onsider the original Spectrum in the very first revived CRASH magazine issue,
computer, and the six years from so interested readers wishing to catch up can
launch until the final year of the always do so by casting a glance back there.
decade represented the system’s main lifespan. However, much has happened since the arrival
Outlasting Sir Clive’s ownership and seeing half of the first full production Nexts, so where
a dozen models released in that timeframe, it exactly does the project stand today?
22 NEXT MAGAZINE
well as fringe supporters and independent
developers such as Software Amusements,
Lampros Potamianos, Gari Biasillo, and others,
began working on games and supporting
software packages that both impressed and
prepared eventual users for what to expect over
time. Tools like the NextDAW sound creation
FROM ONE KICKSTARTER package, games like Nextoid, Dungeonette,
Montana Mike, and the many demos that were
TO THE NEXT worked into the official firmware distribution
package, showed the very minimum of what the
F
ollowing a limited release of the first Next was going to be capable of, with promises
development boards and Issue 2A of a competent software line-up being available
project boards into the hands of by the arrival of the full production systems.
trusted coders and initial backers of the first Although faced with a changing global mar-
Next Kickstarter campaign in 2018, enthusi- ketplace and the extremely drawn-out impact of
asts got to see the first practical examples of the U.K.’s exit from Europe making international
dedicated software that used the new system’s sourcing and production issues very difficult,
capabilities. Even though the first two years the first boxed production Nexts finally got their
saw massive changes in the included instruc- final run and an expected delivery date. Though
tion sets, the BASIC commands, and the entire a majority of pre-ordering enthusiasts were
user experience of the NEXT-ZXOS operating still highly excited by the impending arrival, the
system, early users were already experimenting delays did discourage many sceptics, and some
with housing their motherboards and expan- apathy was publicly voiced in the months pre-
sion devices in custom casings to use more ceding the intended delivery date. Discussion
practically. groups did become rife with arguments both
Early devs from the core Next team, as promoting the system’s appeal and criticising
NEXT MAGAZINE 23
the delivery of the product, with some doubting
the system’s success based on the moving
goalposts, slowing announcements, and
concern for community engagement. Never-
theless, around Christmas of 2019, word that
Nexts would be arriving in the first quarter
of 2020 silenced many of those voices, and
followers of the project on both sides of the
argument watched with reserved enthusiasm as
the boxed systems did indeed begin to arrive in
March of 2020.
The global pandemic did little to aid the
initial reception of the Spectrum Next, with
monetary concerns and unprecedented real-
world distractions forcing many to part with
their long-awaited systems immediately
upon arrival. A strange situation
arose whereby those who
24 NEXT MAGAZINE
out of pocket to make
that happen, and issues of
spiralling part costs, moulding
issues, and the uncertainty of the
global market made both the creators
and the backers doubt more than once if
the first systems could ever reach completion
without massive losses.
However, the inner enthusiasts in Henrique
and the team eventually won out, and knowing
there were lessons learned in how to save
costs, a massive continuing demand, and a
physical product now actually in physical exist-
ence, they would forever regret if they didn’t at
least attempt to create another run, if they could
of the CSpect emulator to allow iron out those few humps in the road. It took
replication of the Next experience on little time to be convinced, and no sooner had
desktop computers, and the open nature the first systems arrived than talk of a second
of the system cores, firmware and OS allowing Kickstarter surfaced on the socials. With no
enterprising third parties to rework some of their time to waste and demand at its highest, the
FPGA project boards to run Next software (en- second Kickstarter began in August of 2020 in
couraged by the Next developers themselves), the midst of various international lockdowns
exposure of the Next had become much wider and with a lot of people sat at their PC screens
by the time the first boxed systems arrived. looking for something to brighten their day.
Though it was never a guaranteed position
for the project to be in, the wider exposure
encouraged more development, and the issue
of demand became a self-proliferating result.
With the primary aim of the Next being far more A WHOLE NEW USER BASE
about delivering a real next-generation Sinclair
P
system for enthusiasts first and foremost, erhaps unsurprisingly, the second
and notions of profit and reinvestment being Kickstarter far surpassed the popular-
a distant second, notions of ever producing ity of the first. With a physical proof
any more systems were always contentious. of product quashing any feelings of doubt that
Even if those involved did want to see the Next may have existed with the first potential Kick-
succeed in any capacity, no one deserves to be starter, when little more than a few prototype
NEXT MAGAZINE 25
boards and some nice renders had been
created, backers knew there was little likelihood
of product delivery issues. Though the cost of
the second production systems had inevitably
risen due to global chip shortages, it also gave
the production team a chance to work out some
flaws in the board design and product packag-
ing to deliver a more cost-effective and refined
end product.
With the plans well documented and
communicated to backers beforehand, the
second Kickstarter saw 5236 backers and just
shy of £2 million raised. Though there were
some observations that more backers this time
were pledging for multiple Nexts with the likely
intention of reselling the second at a possible
profit, it was recognised that this would at
least address the likely immediate supply issue
if, upon delivery of a second production run,
other newcomers who missed out were looking
to purchase one for themselves and a third
production run may never arrive. Regardless
of whose hands they eventually ended up in,
the official Next user base was going to more
than double - a positive sign for the increasing
number of software publishers now turning their
attention to the platform. team continued to work on improving the
Though expectations were high and CSpect emulator for those wishing to just play
optimistic for the upcoming ‘Issue 4’ second the games or experiment, as well as using
Kickstarter systems arriving in the promised some of the downtime between production
delivery window of 12 months, the continuing stages to work with creators of clone hardware
issues of global supply exacerbated an uncer- to improve the compatibility of the Spectrum
tain economy in the wake of the pandemic and Next FPGA core. Between 2021 and 2023, the
created new problems which the production ‘N-Go’ and ‘ZX Uno’ project boards, with price
the team had hoped would be avoided second tags more than £100 lower than a boxed Next
time round. Personal professional battles of Kickstarter pledge and ready availability, gave
team members needing to earn money during those newly discovering the Next (and realis-
tough lockdown times, the perceived minimal ing the window to obtain one had closed for a
reworking of some of the power and visual second time) a chance to own a new piece of
circuitry, adjusting for the new FPGA chip, and hardware that would function as a workable
problems with production and shipping red tape Spectrum Next.
from overseas led to a much longer preparation General compatibility with the most recent
time than anticipated. With backers this time Next core versions and being able to run a large
disappointed there would again be a long wait, amount of the system’s new games drew the
the national issues affecting everyone the same attention of not just latecomers, but also those
meant they were at least fully understanding already invested in a genuine Next and realising
of the delays in delivery. Even if the constantly the clones’ cost efficiency. With creators of the
extending timeframe turned away some people, clones realising the opportunity to capitalise on
selling their pledges to others who were the delay of the second Kickstarter systems,
prepared to wait at the blessing of the produc- efforts were made to increase the output of
tion team, the impatient were at least offered an those boards and market them heavily towards
alternative. Next enthusiasts.
Mindful of the delays, the development Rather than scoff at these efforts and
26 NEXT MAGAZINE
discourage potential Next owners from pursuing ready to open on Christmas morning, just as
the alternatives, the Next team openly encour- many of them did on that same day 40 years
aged the use of them, wisely understanding that earlier. Even if a few unfortunately missed the
the clones would never be as attractive or as mark by a few weeks or were forced to wait
fully supported as the production systems, but until the new year for a little more red tape
were a budget alternative that would only serve because they lived in more distant parts of the
to increase the user base and the development world, the Issue 4 machines have now mostly
field for new software. Even with the delays in reached their intended final destinations.
the new production run, interest was kept high As well as the revised production machines,
in part thanks to all of the alternatives, and which arrived in a new red-accented packing
gave developers and project followers some box showing updated screenshots of newly
additional possibilities to focus on in the interim. released games, owners were given a larger,
branded accessory box including a new power
supply bearing the system logo and the much-
requested inline power switch. This addition
saves wear and tear on the power jack of
OVER NINE THOUSAND! the revised system board, which features the
new larger capacity FPGA at its heart and the
A
t long last, after a rocky couple of promised circuitry and case changes to improve
years of real-world problems but power efficiency and general use. Though
plenty of background development intentionally functionally identical to the original
activity through the difficult times, the second issue 2 production systems to ensure software
production run of Spectrum Nexts began compatibility, the systems received their own
arriving on the doorsteps of European backers firmware updates and remain potentially
in November 2023. Excited backers from all of capable of more possibilities in the hands of
the key areas were delighted to find that their users, should they wish to delve that deeply into
brand new Spectrum was likely going to be the deeper programming of their new system.
NEXT MAGAZINE 27
The occasion was even marked with the who really wanted the system to be created.
arrival of a handful of extremely limited edition There is already open talk of a potential third
white production Nexts, reserved as gifts for crowdfunding campaign to meet the continuing
key contributors to the platform’s development demand for the physical system, carrying the
and as special fund-raising prizes for charity, Next beyond the six solid years it has already
with one such example being given away to a enjoyed. Many new bedroom coders have
lucky visitor of CRASH Live 2023, hopefully to written or are in the process of coding new
be cherished as the collectible rarity it is. software for the platform, the instruction set
Not only does the arrival officially double continues to be expanded, and several small
the number of official system users out there, publishers have been able to make names for
but when added to the many getting their Next themselves by testing the possibilities of the
fix by way of emulation or through the purchase hardware and releasing commercial titles that
of clone hardware, it’s reasonable to estimate have sold in encouraging enough numbers to
that the total Next user base has finally topped see new titles constantly being worked on.
10000; far beyond the expectations of the The increase in software production has
original project and one of the few major new been slow but steady since 2018. With the
computer hardware success stories to come earliest paid physical copies from Software
from crowdfunded resources in recent years.. Amusements coming shortly after the first
Given the challenges faced in hardware project boards arrived in 2018, upcoming titles
redesign, viral marketing, and community net- were being previewed at a rate of about one
working to make the Next a reality in a troubled completed title per month. Since the first pro-
global marketplace and uncertain British duction systems arrived in 2020, there was a
economy, it’s an understatement to say what slump because of pandemic complications, but
an achievement this milestone is, especially
given the niche appeal of the overwhelmingly
British nostalgia for all things Sinclair.
I
f doubts on the system’s longevity
were once of high concern to casual
observers and sceptical critics, at this
point the Next has done more than enough to
prove its viability as far more than a failed niche
project, elevated itself to more than a unique
curiosity for an obsessive few, and actually
reached the status of an accessible and
potentially even profitable ‘new/old’ system for
independent coders to develop for. With a user
base now in five figures, the number of active
Next gamers actually exceeds the number of
users of some failed major company hardware
releases of the past.
For a “hobbyist” project with little com-
mercial investment to achieve these kinds
of numbers is a rarity, and the key difference
is that those numbers were achieved out of
an active desire by that number of people
28 NEXT MAGAZINE
we started to see new physical games released Sanchez Crew have started to experiment with
at about the same rate, with digital release new genre boundaries with combined mouse
games sporadically seeing release in the back- and keyboard controls in the action-RPG
ground whilst publishers awaited supplies to Vradark’s Revenge, and are continuing to dem-
compile physical copies. onstrate potential new hits in the pipeline.
From that point until 2022, we began to see With all of these games fuelling creativity
physical releases of premium quality games and the second production wave inevitable,
from Rusty Pixels in the form of Warhawk and 2023 continued to see groundbreaking de-
Tyvarian, and free side projects like R.A.M.S. velopment increasing in pace and complexity
and Scramble proving the system’s emula- to demonstrate to new owners that there is
tion ability. These were joined by impressively so much more to look forward to in 2024 and
presented arcade clones such as D-Leo’s beyond. The amazing work on the Head over
Q*Bee and Cavern’s Bikers Deluxe, as well as Heels and Way of the Exploding Fist remakes
independent mobile-styled games like Shpeed, shown at recent events and the highly playable
Dougie Do!, and Vegetables Next showing what graphical showpieces of TX-1696 and Magnum
can be done in the extended Next BASIC. show that as the software library grows to over
When it comes to showstoppers though, the 100 title mark, successive releases are only
games like the expansive action-platformer going to take Next gamers to levels they never
Delta’s Shadow, with its DLC expansion pack thought possible on a Sinclair machine. If there
and option-heavy presentation, have really is to be a third production wave, the Spectrum
opened eyes as to the possibilities. Teams like Next can only go to even loftier heights.
NEXT MAGAZINE 29
BECOME A MEMBER!
GET ACCESS TO THE ENTIRE
FUSION RETRO BOOKS
CATALOGUE AT
www. fusionretrobooks.com
FUSION RETRO BOOKS
PUBLISHING RETROGAMING
BOOKS & MAGAZINES
SINCE 2006
www.fusionretrobooks.com
NextMagOS>
Tutorial
32 NEXT MAGAZINE
at https://specnext.com/latestdistro.
fig 1
SETTING UP WI-FI
NEXT MAGAZINE 33
For KS1 users using firmware v1.43 you
need to navigate manually:
BROWSER>DEMOS>ESP>WIFI2.BAS
Press ENTER
fig 5
F
ancy playing Stunt Car Racer at prompt, enter the name of the game you want
14mhz? ZXDB-DL comes bundled to download. A list of commands is shown on
with firmware v1.43 or greater and allows screen to help you. You’ll get a wider hit if you
you to download and play legacy Spectrum enter part of the game name. Use the arrows to
games on your Next. choose your file, press ENTER, and the game
34 NEXT MAGAZINE
fig 8
developers wanting to share software or
game demos. GETIT works on all Nexts
running distro v1.44 (Next ZXOS 2.08) or
greater – so KS2 and KS1 bleeding edge
users.
INSTALLING GETIT
That’s legacy software taken care of. What Once done, you will just see the flashing
about Next software? blue/white cursor.
G
ETIT is a content delivery tool that lets you the install.bas file and press ENTER.
browse free games, applications, demos
and music from an online archive. You can You may get the error “E out of data 90:1”.
search the https://zxart.ee music database If you do, enter the following line of code
to download and play music, and search and into the basic program:
download Amiga MODs from modarchive.org.
You don’t even need the Pi installed to play 15 RESTORE
them.
You can also upload to GETIT. The service Then press ENTER
is free to use (you need to register at https://
zxnext.uk/p). This is a must-have utility for Then type RUN and press ENTER.
NEXT MAGAZINE 35
Choose an ESP Speed. The recommended
fig 9
setting is 2. GETIT will then install.
fig 10
USING GETIT
36 NEXT MAGAZINE
Press ENTER. Facebook Groups:
This resets your ESP and reconnects to Wi-Fi. ZX Spectrum Next: https://www.
facebook.com/groups/specnext
Press EDIT then select EXIT and try loading The official page for the Spectrum Next and
getit.bas again from your chosen GETIT folder. associated clones and a very active group.
If you have a question, this is the place to
ask it. You’ll likely get an answer in minutes.
GWHERE CAN I FIND GAMES The files section is full of useful information,
FOR MY NEXT? and members of the team moderate and
actively take part.
YouTube - https://www.youtube.com/@
SpectrumNextStuff
NEXT MAGAZINE 37
NextMagOS>
Review
data
Dev: David Crespo Tascon
Date: Out Now Price: Free
Link: https://bit.ly/3x3UNR3
Keys: Q, A, O, P
Joy: compatible
Review: Paul Davies
B
ean Brothers sees you control time - alternating between each character
two brothers named Fabe and as you make your way up or across the
Lubi in a platformer-cum-arcade room to reach the exit door. How hard can
game that will test your wit, skill, and it be to control two different characters,
reflexes as you battle across 40 levels of one at a time, whilst trying to read the
mayhem. If you thought maybe you’d seen room and plan your moves whilst the other
this game before, then you’d be right. The character is less than a second away from
brothers Bean made their first appearance being killed by an errant alien? Easy peasy.
on the ZX Spectrum back in 2018, though *cough*
they’ve now ‘bean’ brought up to date and
38 NEXT MAGAZINE
Criticism
PAUL DAVIES
S
etting off on level 1 sees things get off to a moderately
easy start, but as we see with these types of games, the
difficulty starts to ramp up as the level numbers increase. I
want to say Fabe and Lubi look rather cute, but then
I’d be lying. Fabe, well, maybe he could get away
with a slight cuteness, but when you look at Lubi with
his droopy weeping eyes… well, that’s a face only a
mother could love. Both characters bop up and down
when stationary, with their moves seemingly bopping
along in time with the game’s excellent music, and
have a great cartoon-like appearance.
Going back to the controls, and yes you can only
control one brother at a time - when one brother is
NEXT MAGAZINE 39
active, the other will stand station-
ary with his eyes closed, whilst he essential as you
waits for you to finish your move. switch back and
Pressing the ‘switch’ button will forth numerous times; take one brother
allow you to take control of the waiting and jump over an enemy, then quickly
brother, but then this will in turn send back to the other brother to do the same
the original brother to sleep. This way thing… but wait - that enemy is on its way
of controlling each character will really back again and is about to kill the sleeping
test your anticipation and planning of brother! QUICK! Switch back! *Switch*
each level - sometimes it will not be a Quickly! Jump! Phew, made it. Ooh, now
problem to leave one brother sleeping what’s this thing coming towards me?
whilst you ponder your path out of the ARRGGHH! DEAD.
room, investigate various areas, and work You will come across this scenario
out which levers and knobs do what, and frequently, truth be told (if you’re as bad as
then switch back and forth between each me, anyway), but luckily there are no set
brother as you make your escape. Where amount of lives, and you can attempt each
things get tricky is when, at the start of a level as many times as you want. Woo
level, both characters are thrown into the hoo. I had a lot of fun playing this, though
firing line, as it were, when both parties it has to be said, I also found many exple-
are in the path of an incoming enemy. tives coming out of my mouth. Additional-
Quick switching between each brother is ly, I inadvertently taught myself a few new
swear words along the way,
so every cloud, and all that.
40 NEXT MAGAZINE
Criticism
GORDON KING
W
e’ve already reviewed Head Over Heels in this very issue, and
here we are again, talking about dynamically controlling two
characters in symbiotic relationships to achieve the game’s goals.
I’m not complaining, as this is fun, and it takes what could easily have
been a standard single-screen platformer and gives it some life. It requires
thought, partnership,
ScoRE >
and a pinch of intelligence to
figure out the levels. Talking of
levels - there’s an ample amount,
so you have a good bit of lon-
NEXT MASTERY 75% gevity there. Who would have
GRAPHICS 80% thought that playing with yourself
and being a platforming god
PLAYABILITY 83% wasn’t reserved for your teenage
years? It’s a shame it only offers
AURAL DELIGHTS 83% single-player co-op, as imagine
the fun of tackling these levels
ADDICTIVE QUALITIES 81% with a friend or sibling - that
would be on another level.
A very competent arcade platformer with This pleasantly surprised
the extra element of one-player co-op play, me and gave me Amiga PD
adding to the intensity and stress-manage-
ment levels of the game. Featuring cutesy game vibes.
cartoon graphics and brilliant funky tunes
throughout, it could have benefitted from
some different backgrounds as the levels do
look a bit samey after a while. If stress-man-
agement games are your thing, it’ll be right
up your street, though there is enough here to
83%
keep the casual gamer happy too.
NEXT MAGAZINE 41
NextMagOS>
Review
data
Dev: David Crespo
Date: Out Now Price: Free
Link: https://bit.ly/3TIdR02
Keys: Redefinable
Joy: Compatible
Review: Gordon King
42 NEXT MAGAZINE
Celeste, which originated on the Pico-8, the
fantastic fantasy console of the century,
introduced the world to the grassroots
version of what would soon become an indie
smash hit. The Next version strives to deliver
that core experience from the original and
give the Sinclair fanbase a tight platforming
adventure.
T
he premise is simple: the auburn-
haired girl, Madeline, whom the
player controls, seeks to ascend to
the top of Celeste Mountain. This requires her
to leap, wall jump, and air dash. Each screen
is a perfectly designed level from hell, where
Criticism
GORDON KING
M
any people may not have played
the original Celeste, but with the
explosion of success for its indie
polished version, it paved the way for many
copycat games in its wake. I’m incredibly im-
pressed with the Next iteration - it takes the
Pico-8 masterpiece and delivers it verbatim.
In fact, I’d say that it’s more fluid. It’s nigh on
impossible to discern the difference visually
between the two - it looks like the same
game. That’s not a bad thing, by the way - I
love the graphical style; the pastel hues add
to the wintry chill of the lofty mountain.
Where the game excels is in its fluidity,
NEXT MAGAZINE 43
which takes practice - but
once you are au fait with the
control system, you will learn
to leap around the screen like
a ninja on steroids. As your
confidence grows, the game
becomes more focused and
precise, akin to Neo from The
Matrix when he fully embraces
his abilities. It’s great to see
an acclaimed game appear
on the Next. Yes, it’s hardly
an original title, but it’s
borderline iconic. Prepare to
be addicted, frustrated and
possibly to even invent some
new swear words.
Criticism
PAUL DAVIES
I
’d not seen or played
the Pico-8 version of
this game before, but it’s seriously discovered that you can, in addition, bounce
impressive on the Next. I do love it when off and slide down walls too, as an aid to
people make games with what seem like reaching required platforms. Great to look at,
relatively ‘blocky’ sprites and graphics great to listen to, and with enough challenge
but then make them come alive with great to keep you playing for a long time indeed.
animations and gameplay.
ScoRE >
Initially, you could consider my hair well
and truly pulled out until I started to get to
grips with the air dash (though I admit, I’m
still not a professional with it!), and also
NEXT MASTERY 86%
GRAPHICS 90%
PLAYABILITY 90%
AURAL DELIGHTS 90%
ADDICTIVE QUALITIES 92%
If you haven’t played Celeste before, this
is the perfect opportunity. It’s a visually
impressive precision platformer. The AY audio
enhances the original music and adds further
90%
atmosphere to the game.
44 NEXT MAGAZINE
NextMagOS>
Review
data
Dev: Sanchez Crew
Date: Out Now Price: Free
Link: https://bit.ly/3VrakEu
Keys: Q, A, M/SPACE/ENTER
Joy: compatible
Review: Paul Davies
If there are two things that really get me make too, but in essence, it’s a kind of ‘destroy
going games-wise, it’s destruction and a everything in sight’ assignment. So yeah, right
good soundtrack, so imagine my excitement up my alley.
and uncontrollable joy when I heard that
one of my favourite developers, Sanchez
Crew, had created a game that had both. Re- Criticism
sponsible for the almighty Aliens Neoplas- PAUL DAVIES
ma (one of my absolute favourite games of
the last few years), Mighty Final Fight, and
T
he first thing that hits you - the Metal.
Delta’s Shadow, you could say that they No, not the tanks, but the music.
have a mighty fine reputation when it comes Oh, it’s fantastic. If there’s one thing
to Spectrum and Spectrum Next games. to get you in the mood to go on the rampage
and blow things up, it’s Metal. After spending a
good few minutes nodding and tapping my foot
on the ground, I thought I’d better press start
T
he game here is rather simple
in premise - blow up the other and see if the game matched the quality of its
players’ tanks along with their soundtrack.
base to move onto the next level. OK, it’s Before you start, you can choose what
not quite as simple as that, as you have colour you would like your tanks to be, should
your base to defend and some decisions to you have a favourite colour. I don’t particularly
46 NEXT MAGAZINE
have one, but initially, I chose yellow in the vain the right of the screen, there are four tank sil-
hope that the enemy would see it and go easy houettes, ranging from small to large. Above
on me - no such luck. So, I thought maybe red these is a money counter that increases as
would be seen as a dangerous colour, and they the seconds go by - each tank has a price,
would run away scared… again, that didn’t and when your balance hits each price, you
work either. There was only one thing for it: I have an opportunity to purchase the corre-
needed to use my brain. Eep. sponding tank or wait longer for your balance
Though, that said, not a lot of brainwork is to increase so that you can purchase a more
required as the tanks move around the screen powerful tank. This is where you have to get
and get on with their jobs in hand, thanks to your thinking cap on and think of a strategy
their built-in AI, and your job is to choose what - do you buy multiple small tanks and hope
type of tank to materialise at the right time. To they get the job done, or do you wait for
NEXT MAGAZINE 47
the stronger tanks and hope that the enemy
doesn’t make too much ground and take
over your base?
The tank AI works pretty well as they
appear next to your base and make their way
around the roads, heading for the enemy
base and attempting to blow up each enemy
they come across. Additionally, there are
some power-ups to help along the way, with
varying levels of helpfulness. These include a
helmet that provides temporary invincibility, a
clock that temporarily pauses enemy tanks,
shells that increase your firepower, and a
boat that will allow your tank to move across
the water amongst the bonuses available. It’s reflects the future of military operations). I
quite satisfying watching your fleet of tanks initially didn’t share Paul’s enthusiasm for this
going about their business as you supervise one - I thought this was limited and little was
from up high and away from any danger - I happening. But after several goes, I realised
never liked getting my hands dirty - and it’s an hour had passed, and I was hooked on this
also rather satisfying when your plotting goes game. I can’t describe the addiction; it just is
your way and you see the enemy base go up compelling to continue playing. It’s all about
in a large puff of smoke and flames. The only timing, patience and decisions. Do you wait
thing letting it down slightly is that the tanks for the funds to build the more robust tanks
are 100% AI-controlled, meaning you can’t or attack with attrition and have many
get as involved as you may want to when smaller vehicles? That is the role of
it comes to deeper tactics, but it’s still very the administrator. It certainly isn’t
enjoyable nonetheless. Advance Wars, but I would like
to call it Next Wars.
Criticism
GORDON KING
B
attle Tanks is a game of resource
management. As a battle admin-
istrator, deciding which tanks to
deploy, when to deploy them (and whether
you can afford them) is all in your control.
How they fight is up to them (this scarily
48 NEXT MAGAZINE
ScoRE >
NEXT MASTERY 83%
GRAPHICS 80%
PLAYABILITY 84%
AURAL DELIGHTS 84%
ADDICTIVE QUALITIES 84%
A war game of epic proportions. Simple to
play but infinitely addictive and playable.
Simple-looking tanks with nice details on the
terrain and explosions, and enjoyable explosive
sounds along with neat speech. The soundtrack,
however, is epically awesome – Metal! It’s hard
84%
to put this one down. Great stuff.
NEXT MAGAZINE 49
NextMagOS>
Review
data
Dev: Kevin Phillips
Date: Out Now Price: Free
Link: https://bit.ly/4aren8h
Keys: Q, A, O, P, SPACE
Joy: compatible
Review: Gordon King
T
he premise is simple: you must hazards.
control your lunar vehicle driving
along the moon’s surface. It’s
evident why man has not returned to Earth’s
natural satellite in so long - it’s a hostile
environment. Flying in its low gravitational
pull are aliens of different assortments who
50 NEXT MAGAZINE
Criticism that little bit more refinement, it would be a
surefire winner.
GORDON KING
Criticism
I
mpressibly written in NextBASIC, the
game runs at a good old pace - just
as frantic as the arcade original. The PAUL DAVIES
visuals are glorious - from the bouncing wheels
I
’d only ever played Moon Patrol on
of the buggy to the subtleties of the parallax the odd occasion and I can’t really
scrolling, it’s evident the game has been tell you what format it was on, truth
crafted with love and passion. Sadly, there is no be told. People also praise it a lot, so I was
in-game tune (humorously hinted at for V2.0 in excited to get my mitts on this and see what
the intro screen) - this is a shame, as with the I’ve been missing.
arcade counterpart, the music helps create the Honestly? Ugh, I really struggled to get
feel of urgency and pace to the game. Despite into this one. If it wasn’t the craters creeping
this, Crater Crawler is a very competent game up on me, it was the spaceships from up
that delivers entertainment. above taking me out (I guess that’s the
Its only real issue is the difficulty curve - this game, but stay with me), and it seemed no
needs to be refined a little. Even though you matter how hard I tried, concentrated, and
can configure many game factors within the practised, I saw those wheels flying off my
options, you still get bombarded with too many buggy more frequently than my trips back
aliens early on, making progress difficult, and it and forth to an all-you-can-eat buffet. Maybe
may be offputting to players unfamiliar with the it’s the fact that you can’t alter the angles of
game. Some refinement in this area would make your shots. Maybe it’s because the crater
for balanced gameplay. On occasions, I found holes are too big. Maybe it’s the collision
the collision detection to be a tad cruel - espe- detection being off. Maybe it’s something
cially at the front end of the buggy - lives were else. But it’s definitely not my lack of skill.
lost in an untimely fashion. Perhaps because Alright???
I have spent an insane amount of hours with
ScoRE >
the original arcade version, I’m more sensi-
tive to these points than a casual player. Still,
this version is really onto something, and with
NEXT MASTERY 80%
GRAPHICS 81%
PLAYABILITY 80%
AURAL DELIGHTS 80%
ADDICTIVE QUALITIES 80%
This is a commendable take on the arcade classic
by Irem and, by far, the best version we now have
on a Sinclair computer. With a few more refine-
ments, such as a better alien spawning pattern
and some in-game music, we’d be closer to the
80%
thrills and frills of the original.
NEXT MAGAZINE 51
NextMagOS>
Tutorial
52 NEXT MAGAZINE
DAVID SAPHIER accessing hardware or devices connected to
We all love the power of NextBasic, which has the Next such as the ESP or Pi0. Or maybe
produced some excellent games so far and you want to write a routine to place a tile on
improves with each release, but there comes to the 256 colour screen, Layer2? This is
a time when you want a little more, some where libraries come in to allow Boriel’s ZX
more speed, some more direct control of the Compiler to expand well beyond its original
hardware but you’re not quite ready to go full target of the classic Spectrum.
assembly on this, you need an inbetween. Well, So what does all this have to do with our
that’s where Boriel’s ZX compiler comes in. journey into programming? Well, this is where
NextBuild comes in. “NB’’ is a suite of tools
partly created curated by my good self which
B
oriel, otherwise known as Jose uses Boriel as the engine to compile the
Rodrigez, has been curating his basic code, nextlibs is the library that contains all
compiler for over a decade now and the routines to access the Next’s hardware,
continues to this day. The compiler runs on and finally we have VSCode integration to
a modern operating system and produces offer auto-complete and in-editor hover help
binaries (files) that you can run on your ZX (eh what?) on all the keywords and more.
Spectrum; in our case, it will be the Next. The aim of these articles will be to get
One of the neat features of Boriel’s compiler you set up, show you around a little and
is you can create your own libraries - these get you creating your own stuff as soon as
libraries can contain optimised assembly possible. Marvellous! Let’s dive in…
NEXT MAGAZINE 53
just starting out - you will be happy to find this author?” Obviously you should be very
VSCode very user friendly but also incred- cautious about allowing extensions to launch -
ibly powerful due to its ability to be extended however, this is being provided by myself with
with user submitted extensions. NextBuild so perfectly safe, choose Yes. You
will be asked to install a bunch of extensions
that make NextBuild work; this should happen
automagically and should be pain free. If you
STEP 2 are getting stuck or lost there is a handy video
VSCODE explaining these steps on my YouTube channel.
What you should be looking at now will look
54 NEXT MAGAZINE
If everything is successful, NextBuild will good! Jim designed the NEX for distribution
take the binary created by Boriel and now wrap of the Baggers titles but everyone else found
this into a NEX file. All the assets required for it super useful and it has been universally
the game will be contained in the one NEX file adopted. This makes distribution of your
- a NEX file for those who do not know is the award-winning title very, very simple. But that
defacto executable for the Next. The file format isn’t to say you can’t load files from SD card
was designed by legend of the computer scene, from within NextBuild - it has support for that
our friend and yours Jim Bagley! So it must be too - more on that later. Let’s carry on…
NEXT MAGAZINE 55
STEP 4
FINDING OUR OWN WAY
56 NEXT MAGAZINE
‘!org=32768 ‘ This tells NextBuild where in memory the program will start
print “HELLO WORLD” ‘ Uses the classic ULA screen to print the message
do ‘ Do a never ending loop as our program end
loop
NEXT MAGAZINE 57
Remy site https://zx.remysharp.com/sprites/ has an excellent sprite editor which pretty
much matches all the features of UDGeedNext, and Remy’s tools will work on any OS, even
offline. Once you have decided which tool to use, draw a single simple sprite:
Click the “Download Sprite Sheet” button in the top left of the Remy tool or Save All Sprites
in UDGeedNext, we want to save the file in our MyFirstDemo/data folder. It’s important to
save it into the data folder as this will be the “root” folder for our NEX file.
So we now have a sprite file in the MyFirstDemo/data/ folder. Let’s write some code to
display that on screen. In the MyFistCode.bas add these lines:
‘!org=32768
#include <nextlib.bas>
LoadSDBank(“myfirstsprite.spr”,0,0,0,20)
InitSprites2(1,0,20)
UpdateSprite(32,32,0,0,0,0)
print “HELLO WORLD”
do
loop
58 NEXT MAGAZINE
e have now used #include - UpdateSprite(32,32,0,0,0,0)
W <nextlib.bas> which tells translates into (x pos, y pos, sprite id, image
Boriel we want to include the nextlib is, attribute 4, attribute 5). The attribute
library. LoadSDBank(“myfirstsprite. bytes are responsible for mirroring, rotation,
spr”,0,0,0,20) is a special command that zoom etc which we are not going not going
doesn’t actually do anything in the code itself, to be using just right now. We start x & y
it’s there to tell the preprocessor that we have positions at 32 because sprites can be
a file we want to include in a bank (the Next displayed in the border area and because we
extended memory). The 20 at the end is the haven’t specified that we want sprites over
bank that the file myfirstsprite.spr will end up the border, the default is for them to appear
in. The zeros represent address, length and behind and therefore we wouldn’t see them,
offself and can mostly be ignored unless you’re setting them to 32, 32 ensures that they
doing something more adventurous. appear at the top left of the ULA screen.
NEXT MAGAZINE 59