- The Scout Steps Out (1985, Amsoft)
- Uridium (1987, Hewson)
- Zynaps (1988, Hewson)
- Anarchy (1988, Hewson)
- Battle Valley (1988, Hewson)
- Cybernoid (1988, Hewson)
- Cybernoid II (1988, Hewson)
- Herobotix (1988, Hewson)
- Marauder (1988, Hewson)
- Nebulus (1988, Hewson)
- Netherworld (1988, Hewson)
- Radzone (1988, Hewson)
- Radzone (1988, Hewson)
- Turbo Boat Simulator (1988, Hewson)
- Stormlord (1989, Hewson)
- Deliverance (Stormlord II) (1990, Hewson)
In March 2014 Dave agreed to reply to some of our questions. Thanks, Dave!!
How did you end up getting into programming/sound? What was your working relationship with Colin?
I got into it purely by chance. In the 1970's I used to design audio electronics, but I had no interest in computers until Colin brought over a ZX81 and a memory board that he was building.
Working with Colin was always very easy. We used to work on ideas separately and then meet up here a few times a week to put them together and try stuff out. The only mild disagreements we had were about the difficulty level of the games. Colin always wanted to make them more difficult, I always wanted to make them easier! So we met about half way. I still think they are too difficult actually, but I guess if it had been left up to me they would have been TOO easy. If I could go back in time and rewrite Radzone the first thing I'd do would be to reduce the "follow the player" behaviour of sprites such as the starfish and others, they're just far too irritating!
What inspired Radzone? How did you come up with the screen designs, general concept, the ocean screen! and of course the awesome music!
I really can't remember how any of the individual game ideas came about. The title music is only 9 bars long, then it keeps repeating but with different envelopes. The oriental sounding music on the "orange" screens consists of randomised pairs of notes from a pentatonic scale. The background sounds on "Boot Hill Mast" are intended to give a vague impression of data communications chatter and maybe natural cosmic radio emissions. The sounds are very varied and sometimes quite amusing (or is that just to me? lol), and they are all generated by one line of Basic. That was one of the things I liked about the Amstrad version of Basic, the way you could compact lots of stuff into a self contained line.
You put an 'easter egg' in - the screen cheat! Why/when did you decide to do that? Was it a testing thing?
Is it actually possible to complete the game without cheating? It's very very difficult!!
I would say the "Tower of Babel" is almost impossible to clear if you enter it from the ground level. However, you can enter it from the top by continuing left from Boot Hill until you reach "Nirvana" which leads down to the top level of the tower.
How was Mastertronic and the other houses you worked for?
Did it pay ok? Good times? any crazy stuff that would be interesting to know about...
What did you think the the Amstrad machine overall, and the Amstrad magazines that came out? and of course, your game reviews!!!
Still in touch with old developers.... what now, since codemonkeys closed up?
Anything you might want to be added to the wiki regarding your games, please have a look at the info there and please feel free to edit....a Dave Rogers section could be written...
Can't think of anything at the moment.
Do you ever play your old games? When was the last time?
I hadn't played them for many, many years, but when CPCwiki contacted me I thought I should refresh my memory, so I downloaded some emulators and game files. There were many things I'd completely forgotten about, for example:
- On "Very Heavy Water" if you stand on the middle of the "bath plug" at the bottom of the ocean and press down, it leads to an underground room.
- You can climb up orange columns by keeping UP pressed and alternately pressing Left and Right. But you have to get into the right rhythm. If you find you can't move any higher just hold UP on its own for a few seconds and then start adding Left/Right again.
- On "Tubulifts" the sprites don't harm you but act as lifts. Keep pressing Up when a tube moves up through you.
- I cannot remember how to clear Zone 23. If you're not using cheats you can only enter the room from below. There's a small notched ladder top right, but I've completely forgotten how you get to it.
- The "Boot Hill" screen was a reference to Bootle here in Liverpool.
- The apple out at sea gives you an extra 9 lives. It bobs around in the opposite direction to the players movement, so you have to walk along the sandy sea floor to the middle and then float up. You can re-enter this screen at any time for another 9 lives.
- The non-hacked version of Radzone played on an emulator has a problem restarting after Game Over. The program breaks back into Basic, but typing Run will only give a "memory full" error. To restart the game you have to type "goto 30" to bypass the first few lines.
Is it interesting that there's this huge cpc wiki following and loads of old gamer's from those days still playing and talking about those games... what does he think about that?
It's truly amazing. It was a very interesting time, and I hope the interest continues.