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Thread: Edge Retrospective: Lords of Midnight

  1. #1
    World's End Supernova
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    Edge Retrospective: Lords of Midnight

    A new Edge retrospective covers Mike Singleton's Lords of Midnight for the Sinclair ZX Spectrum. This is a great article because it describes all kinds of awesome hackery that were employed to cram an epic game into 48 KB RAM:

    “The real key was not to write the game first and then try to compress it, but rather to write the game in compressed form right from the word go. I knew the landscape graphics would take up a lot of memory, so the first couple of weeks were spent writing routines that used a specially modified form of run length encoding and decoding for these graphics, as well as some utilities in BASIC that would enable me to interface with a graphics tablet and automatically scale and then manually touch up the landscape features I had drawn.”

    Singleton was adamant that the game was not to be about merely wandering around and admiring the scenery. Much thought went into creating the characters and creatures to support the over-arching concept. Small details would prove to be significant once the player was submerged into the game world. “The data that the map had to store included landscape features, armies, place names, magical objects and creatures such as wolves, dragons, wild horses, skulkrin and trolls. Each of these was encoded with the absolute minimum number of bits,” explains Singleton. “The creatures, for instance, were stored in just one bit per cell. That bit said whether there were creatures there or not. Then a number-scrambling routine told you which type of creature it was by scrunching up the map coordinates of the cell. Likewise, all the text in the game was tokenised using a one- or two-byte code per word, and the words referred to were further compressed by using only five bits per character.”
    And this was the Spectrum version of a source code control system:

    “Lords Of Midnight was designed, assembled and tested entirely on cassette tape, which was almost as slow to load as, for example, Windows 2000 was to boot up your PC,” recalls Singleton. “I still have a cardboard box at home full of 100 five-minute tapes which comprise the source code and the graphics of Lords Of Midnight and all the back-ups and back-ups of back-ups. The code itself had to be split up in ten different segments, each with its own little tape, and each with its own declaration of variable and subroutine addresses from the other nine tapes (and all typed in by hand). So, each of the rewrites involved changing each of the ten segments, strictly in order, because the address changes in the first would have a knock-on effect through all the subsequent segments. Things like that make you very careful with your back-ups and your labelling of tapes.”

  2. #2
    Neo Acoustic
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    Good article. That guy was a true pioneer. Midwinter was amazing too - real open world gameplay ages before anyone had heard the words Grand Theft Auto.

  3. #3
    Mad Chester
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    Wish he was still active as a designer. (MobyGames has him down as a coder on GRID, but I wonder if that's the same fellow.)

    Peter

  4. #4
    New Romantic
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    Wasn't there a remake/sequel PC game by this name in the mid nineties that really sucked? Or am I misremembering something else?

  5. #5
    Mad Chester
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    Yes; Singleton redid the game in 3D for MS-DOS and Eidos brought it out in '95. I remember it crashing a lot.

    Peter

  6. #6
    How To Go
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    I was working in Electronics Boutique around the time the DOS version came out. I recall it being pretty highly anticipated but people being pretty let down.

    That's a shame given how inventive the game was the first time around.

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