The Dark Side of the Moon Saga:
Posted: Sat Aug 01, 2020 8:48 pm
I like the history and stories behind QL hard/software and this one, unlike most, was pretty well documented so after I was lucky enough to acquire a copy I explored the interweb and this is a summary including pics of items that are not to be found on the internet (the manual and an actual cartridge). I will eventually scan the manual and make a pdf of it.
After disappointing sales of just 60 copies for the 12 months up to late 1987 and in the hopes of getting some kind of promotion, they sent a copy to Richard Alexander, editor of QL Adventurer’s Forum magazine. They may have wished they hadn’t, as Richard didn’t find the finished product very well polished and there were elements of the game that were not clear, including one very important thing that was not made clear in the instruction booklet concerning capital letters:
“you may find yourself confronted by a command parser that totally ignores every command you type in. Why? Because you have to type everything in capitals, that's why. And does the manual tell you this, does it hell.”
Subsequent issues of QLAF contained other references to DSM, usually involving it being slated by Richard and also someone who wrote-in to slate it, and then David in response, admirably trying to put the record straight and to help out by offering hints at game play.
They hoped for at least 1,000 sales, but in the end, after reducing it to just £10 for a time, they only managed to sell 160 copies. By 1989 David Colyer’s spirits were dampened:
“I have already bored enough friends and family with the stories of our trials and tribulations during 2 years of preparing this game that I'm now rather drained on the subject.”
And:
“Unfortunately, by the time we were finished, Smith's and Boots were no longer stocking QL software, so the possibility of sales through those outlets was cut off. To get a discount on printing costs of the manuals and colour insert for the cartridge packs, we ordered 2,000 copies to be printed. So far, after over 2 years on the market, we have only sold 160 games worldwide...”
“We tried to give value for money but formed the opinion that there just weren't that many QL users interested in Text Adventure Games. Plus thinking back, we may have made the game too hard, as people tend to lose interest if they can't solve problems and get on to the next bit. I don't know of anyone as yet, who has even reached Phase 3 ...”
My own notes:
The manual is indeed a bit confusing regarding the CAPITAL LETTERS requirement, but I found that my version (perhaps it was an improved version) only produces capital letters when typing, regardless of the CAPS shift status. This appears to have been done by a 'POKE 163976,255' early in the program.
If the QL it is to run on has PM or FB ROM a message appears telling the user to return their QL to Sinclair! It works with AH, JM, JSU and MG ROMs – anything other than the those mentioned produces the error “NEW ROM-CONTACT ME THROUGH QL WORLD”.
Both original cartridges are protected, and copies thereof will only run with the original ‘key’ cartridge in mdv2_. Looking at the SuperBasic programs though, I think even I could crack it! Mind you, that’s with modern tech to examine the files, I’m sure it would have been harder in the day.
The passwords for the different phases are also within the SuperBasic files!
Other protection includes SuperBasic progs that start with ‘RUN’ with no line number and then ‘POKE_L 163900,0’ which disables the keyboard.
RWAP sells an improved version of The Dark Side of the Moon.
(if you see this Rich, I emailed the other day re some bits)
The Dark Side of the Moon was the only game ever produced by Jaspar Taylor and David Colyer. Jaspar (aged 14 at the time) did the programming and David checked that the actual game made sense to play, dealt with the financial side and offered support for the product. It took them two years to perfect (1984 – 1986) with many a late-night programming session into the wee small hours. It cost them a lot of nerves and £5,500 (up to 1986) to get made and to advertise. And just as it was finished, the QL was dropped by Amstrad!After disappointing sales of just 60 copies for the 12 months up to late 1987 and in the hopes of getting some kind of promotion, they sent a copy to Richard Alexander, editor of QL Adventurer’s Forum magazine. They may have wished they hadn’t, as Richard didn’t find the finished product very well polished and there were elements of the game that were not clear, including one very important thing that was not made clear in the instruction booklet concerning capital letters:
“you may find yourself confronted by a command parser that totally ignores every command you type in. Why? Because you have to type everything in capitals, that's why. And does the manual tell you this, does it hell.”
Subsequent issues of QLAF contained other references to DSM, usually involving it being slated by Richard and also someone who wrote-in to slate it, and then David in response, admirably trying to put the record straight and to help out by offering hints at game play.
They hoped for at least 1,000 sales, but in the end, after reducing it to just £10 for a time, they only managed to sell 160 copies. By 1989 David Colyer’s spirits were dampened:
“I have already bored enough friends and family with the stories of our trials and tribulations during 2 years of preparing this game that I'm now rather drained on the subject.”
And:
“Unfortunately, by the time we were finished, Smith's and Boots were no longer stocking QL software, so the possibility of sales through those outlets was cut off. To get a discount on printing costs of the manuals and colour insert for the cartridge packs, we ordered 2,000 copies to be printed. So far, after over 2 years on the market, we have only sold 160 games worldwide...”
“We tried to give value for money but formed the opinion that there just weren't that many QL users interested in Text Adventure Games. Plus thinking back, we may have made the game too hard, as people tend to lose interest if they can't solve problems and get on to the next bit. I don't know of anyone as yet, who has even reached Phase 3 ...”
My own notes:
The manual is indeed a bit confusing regarding the CAPITAL LETTERS requirement, but I found that my version (perhaps it was an improved version) only produces capital letters when typing, regardless of the CAPS shift status. This appears to have been done by a 'POKE 163976,255' early in the program.
If the QL it is to run on has PM or FB ROM a message appears telling the user to return their QL to Sinclair! It works with AH, JM, JSU and MG ROMs – anything other than the those mentioned produces the error “NEW ROM-CONTACT ME THROUGH QL WORLD”.
Both original cartridges are protected, and copies thereof will only run with the original ‘key’ cartridge in mdv2_. Looking at the SuperBasic programs though, I think even I could crack it! Mind you, that’s with modern tech to examine the files, I’m sure it would have been harder in the day.
The passwords for the different phases are also within the SuperBasic files!
Other protection includes SuperBasic progs that start with ‘RUN’ with no line number and then ‘POKE_L 163900,0’ which disables the keyboard.
RWAP sells an improved version of The Dark Side of the Moon.
(if you see this Rich, I emailed the other day re some bits)