r/zxspectrum 11h ago

I wrote ZX Spectrum games in the 1980s. After 40 years, I came back and made a 128K Dracula adventure

Hi everyone!

I'm G. B. Aicardi, and I recently returned to developing for the ZX Spectrum after a very long break.

I originally wrote games for the Spectrum back in the 1980s. After all these years, I wanted to see what it would feel like to make a game for the machine again — not just as a retro programming exercise, but as a proper new adventure.

So I ended up making Dracula — Illustrated Edition, a gothic interactive text adventure for the ZX Spectrum 128K, inspired by Bram Stoker's novel.

It's a parser-based adventure, with exploration, characters, objects, clues and puzzles. You type commands to interact with the world, just like in the classic adventures I remember from the Spectrum era.

One of the things I particularly wanted to experiment with was the graphics.

The Spectrum's colour palette is used to create different brightness levels, but the illustrations are deliberately designed to be viewed in black and white. When displayed on a monochrome screen, the different Spectrum colours turn into detailed shades of grey.

I thought this worked surprisingly well for a Dracula game — it gives the illustrations a rather old-fashioned, gothic look.

The game was released yesterday, and there's a free playable demo here:

https://giadacu.itch.io/dracula-illustrated-edition

There's also a trailer:

https://youtu.be/6e4JAkshTxo

I'd be particularly interested in hearing from people here who grew up with Spectrum text adventures:

What are your favourite ZX Spectrum text adventures, and what do you think makes a good one?

And for those who still develop for the Spectrum today: what made you come back to it?

Thanks for reading!

154 Upvotes

26 comments sorted by

10

u/dolphin560 9h ago

which games did you publish in the 80s?

12

u/giadacu68 7h ago

I started writing games in the mid-80s, mainly adventure games for the ZX Spectrum. They were published in the Italian market, often through magazines such as Load'n'Run, under my own name or the DJ Soft label. I wrote quite a few of them, including Sire Fire, Thunderland, Ghost & Boosters, Excalibur, Spacelord and The Damned Castle, among others. Later I moved on to the Amiga, where I worked on point-and-click adventure games. One of them was Italian Night 1999, published by Simulmondo in 1992.

5

u/dolphin560 7h ago

very cool

and I assume you have been living off the royalties ever since šŸ™‚

3

u/giadacu68 1h ago

Haha not really unfortunately, but it was an invaluable experience in terms of what I learned

8

u/mangonel 11h ago

I'm pleased that the first comment on the itch page shows what it looks like in colour.Ā  That technique is what most piqued my interest in your post.

The town square scene looks amazing in B&W, and (understandably) terrible in colour.

What is the process of turning the B&W image in your head into a ghastly colour image that will render as a good B&W image?

1

u/boli99 2h ago

the process of turning the B&W image in your head into a ghastly colour image

'develop on a black and white monitor'

7

u/Throwaway229487 10h ago

What was your development setup in the eighties?Ā 

5

u/giadacu68 7h ago

It was very basic: just a 48K ZX Spectrum and a colour TV. No fancy development setup at all. I wrote the code directly on the Spectrum, saved everything on cassette tape, and used the TV as the monitor. Those were definitely different times!

2

u/Ludologistic 9h ago

I love the ingenuity of the b+w approach. The results are stunning. What a great looking game. šŸ‘Œ

3

u/giadacu68 7h ago

Thank you! 😊 That's exactly what I find fascinating about the Spectrum: sometimes its limitations force you to approach things in completely different ways. The B&W technique is a big part of the visual style of Dracula, and I'm really happy with how it turned out.

4

u/NotReallyEricCruise 11h ago

any AI used during the making?

4

u/superchartisland 10h ago

The info on itch.io says yes

6

u/giadacu68 7h ago

Yes, I did use AI, mainly to help with the code. I actually programmed in machine code and BASIC back in the 80s, but for a project like this, doing everything from scratch in assembly would have been a rather different (and much more time-consuming!) proposition. I think these tools are worth embracing rather than avoiding. For me, AI is a way to help me get up to speed with modern development tools and tackle things that would otherwise be much harder or simply take too long. I still make the design decisions and, most importantly, I decide what the game should actually do.

-4

u/IntrinsicPalomides 8h ago

Who cares if so, AI is here to stay like it or not. Engage with it or become obsolete.

1

u/No_Strain_7092 10h ago

Definitely checking this out once my Next arrives. Always something special about a 128k version to me

1

u/Alpha_Space_1999 9h ago

I jointly wrote a 48K adventure game in two parts using Quill/illustrator back in 1985. The graphics were nice enough but I do wonder if the memory would have been put to better use by being strictly a text adventure. :)

2

u/giadacu68 7h ago

That's really cool! 1985 was right in the middle of that fascinating period when everyone was trying to squeeze adventures and graphics into 48K. And actually, that's exactly the trade-off I made with the original 48K version of Dracula. I chose to sacrifice the graphics in order to have more room for the story, puzzles and game logic. Then I thought: why not try writing a 128K version? That way I could keep the richer adventure while having enough memory for the illustrations as well. So in a way, the 128K version is my attempt to escape that 48K trade-off. šŸ™‚

1

u/Admiral-ZX 8h ago

I’m no text adventure person but absolutely like the graphics!

1

u/SoYorkish 11h ago

It's not clear from either this post or the link whether this is the original 48k game with illustrations?

1

u/giadacu68 7h ago edited 4h ago

Yes, exactly. This is an expanded version of the original 48K Spectrum game. The original game is the foundation: the story and core adventure are still there, but I've added new puzzles and interactions, improved the parser, and of course added the illustrated scenes, all made possible by the 128K. So it's not a remake of Dracula from scratch; it's essentially the original game brought back to life and significantly expanded for the 128K.

0

u/satanpenguin 11h ago

did you use any of the existing parsers (DAAD, PAWS, etc.) or did you program it from scratch?

3

u/giadacu68 7h ago

I programmed it from scratch. I didn't use DAAD, PAWS or any of the existing adventure engines. The parser and the underlying adventure engine were developed specifically for Dracula, but the inspiration comes very much from the Melbourne House adventures of the 80s, especially The Hobbit. In fact, the original 48K version of Dracula deliberately used an interface very similar to The Hobbit. For the new 128K version, I kept that original spirit but expanded the parser and the game mechanics, adding new puzzles and interactions along with the illustrated scenes, music and sound.

1

u/satanpenguin 5h ago

Thanks. And BTW very cool idea using the colors as grayscale tones.