
One of many instances where Rigel’s Revenge uses graphics instead of text to “describe” something to the player
I’ve recently been working on a whole load of writing which has just about come to fruition so it’s got me thinkin about another creative project to get my “teeth” “into”. And I’ve decided it’s going to be an IF (Interactive Fiction, a wanky new name for what we used to call “text adventures”) game, one for the Spectrum to be specific, one written with PAW to be even more specific.
The route that took me here basically started with me sitting on a train from England playing with Spectaculator on my tablet. One of the games that comes with the full version is Zenobi’s Jekyll and Hyde game. Playing it again (IF games work brilliantly on tablets, btw) reminded me not just that I like IF, but that I like ZX Spectrum IF in particular. There’s something about the chunky display, the likeable “click” noises so many Spectrum IF games have when you type and the weirdly attractive pixel art that appeals to me. The 8-bit era has an interesting history of IF, including the first game I can recall having been given a certificate by the BBFC (CRL’s Dracula, in what felt more like a publicity stunt than anything else, was given a 15 certificate; they later released Jack The Ripper, a game which was given an 18 certificate) and a huge and very active homebrew scene, much of it focused around the aforementioned Zenobi software.
I think my affection for ZX Spectrum IF goes beyond nostalgia, though: one of the main reasons I love Spectrum IF is a game that I got round to playing years after I sold my Spectrum – Rigel’s Revenge.
I’m not sure what it was about this game that grabbed me back when I played it via emulation (on an Amiga 1200!) back in 1996. It might have been the atmospheric setting, might have been the likeably pulpy sci-fi storyline, might have been the excellent use of graphics as description as well as illustration. Whatever it was, I played it for absolutely ages, got past lots of puzzles, reached the second load (in the ’80s, a lot of 8-bit IF needed to be loaded in separate parts to get all of the adventure in there) and promptly got stuck. Maybe I should go back to it and try and do it all again, and complete the bugger this time.
Anyway, the Matty PAWed IF game will probably be in development for months but I’ve a few ideas to build on and it’ll be interesting to see the results, especially if I actually get the damn thing finished unlike far too many of my projects…