Frightmare
Arcade Game: Action · ZX-Spectrum 48K/128K · 1 players · English
Cascade Games Ltd · 1988 · Pound sterling 9.95 · Pound sterling 14.95 disk
Discussion
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Known Errors
Bugfix provided by pushHL: <UL><LI> The player is supposed to wake up at 7:54 after visiting 79 rooms, but it never happens due to a bug in the dream state routine. At 39% the second word should update to 'vision' but stays the same. It's very lucky that the game doesn't crash at this point which is down to the program reading $ff, one is then added to it to get $00 and this value points to the second word. $00 obviously points to first option of second word which is 'dream' and is why it stays the same. Here's the bug: <PRE>b102: ld a, (iy+$05) ;first word b105: inc a ;move to next word in list b106: cp $0f ;gone past last word (nefarious)? b108: call nc, $b110 ;yes b10b: ld (iy+$05), a ;no, so preserve word and continue b10e: jr $b0de b110: ld a, (ix+$06) ;second word <----Here is bug should be ld a, (iy+$06) b113: inc a ;move to next word in list b114: cp $07 ;gone past last word (frightmare)? b116: jr z, $b11d ;yes b118: ld (iy+$06), a ;no, so preserve second word, b11b: xor a ;set first word to beginning of list and continue b11c: ret ;player reaches ultimate dream state (nefarious frightmare) ;in normal game this code never runs due to bug b11d: ld a, $13 ;length =19 (nefariousfrightmare) b11f: ld (iy+$07), a b122: ld a, $06 ;set second word to frightmare b124: ld (iy+$06), a b127: ld a, $0e ;set first word to nefarious b129: ld (iy+$05), a b12c: ld a, $01 ;disallow any further changes to dream state b12e: ld ($b0cb), a ;message update b131: ld de, $5801 b134: ld hl, $5800 b137: ld (hl), $00 b139: ld bc, $003f b13c: ldir b13e: call $a6f5 b141: pop ix b143: ret</PRE>There's also a problem with stack so we need to find two bytes to get the extra POP in. The following patch fixes the problem: <PRE>org $b110 defb $fd ;fix original bug, iy not ix org $b0f9 defb $32 ;update normal jump (jp $b132) org $b11d dec a ;a=7 at this point so 1 byte saved here ld (iy+6),a ld a,$13 ld (iy+7),a ld a,$0e ld (iy+5),a ld a,1 ld ($b0cb),a pop ix ;now lose 2 bytes to clear stack with extra pop ld de,$5801 ld hl,$5800 ld (hl),l ;2nd byte saved here</PRE></UL> Modified "BUGFIX" file provided by pushHL (48K version) and Metalbrain (128K version compatible with +2A).
Music References
Includes the following music: Camille Saint-Saëns, Danse Macabre op. 40.
Releases
- 1988Cascade Games LtdPound sterling 9.95 · Pound sterling 14.95 disk
- UnknownEDOS
- 1988Summit Software [1]
- 1988Zafiro Software DivisionSpanish peseta 1200.00
Play
- Frightmare128(BUGFIX).tzx.zipBUGFIX tape image English32 KB
- Frightmare48(BUGFIX).tap.zipBUGFIX tape image English29 KB
- Frightmare(BUGFIX)(SummitSoftware1).tzx.zipBUGFIX tape image English61 KB
- Frightmare.dsk.zipDisk image English34 KB
- Frightmare(ZafiroSoftwareDivision).dsk.zipDisk image English35 KB
- frightmare.rzxRZX playback file
- Frightmare128.tap.zipTape image English32 KB
- Frightmare48.tap.zipTape image English32 KB
- Frightmare(SummitSoftware1).tzx.zipTape image English61 KB
- Frightmare(ZafiroSoftwareDivision).tzx.zipTape image English61 KB
Documents
- Frightmare(ZafiroSoftwareDivision).pdfInstructions Spanish25 KB
- Frightmare(MULTI-LANG).pdfInstructions Multi-language: English, French, German227 KB
- Frightmare(EN).txtInstructions English8 KB
- Frightmare(ZafiroSoftwareDivision).txtInstructions Spanish6 KB
Music
- Frightmare.ay.zipRipped in-game/theme music in AY format 2 KB
Other files
- Frightmare (1988)(Cascade Games).pokPOK pokes file 0 KB
Files and rights
No permission is on record either way. Screens and pictures are copied here on a take-down basis: if you hold the rights and want something removed, say so and it goes.
Credits
- Rod Ashleycredited
- Sean Conrancredited
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Scores
In the magazines
- Sinclair User #731988 · Overall6/10
- Your Sinclair #291988 · Overall6/10
- Crash #511988 · Overall57%
- ACE (Advanced Computer Entertainment) #81988 · Ace Rating285/1000
Elsewhere on the web
- WorldOfSpectrum 18 votes6.89
In the magazines 29
ACE (Advanced Computer Entertainment) #8May 1988 · p.67285/1000285/1000
ACE (Advanced Computer Entertainment)
Ace Rating 285/1000
Andy Wilton 285/1000
Cascade get traumatised. What can you expect from a program endorsed by Grot Bags the Witch, you might ask yourself - a boring old platform game full of timing problems? Well that's what you get here alright, plus a few other niggles as well. Collectable weapons, extra jumps and the like are all very well, but half of them are practically useless while the other half are so vital you might as well give up if you waste one of them. The supposedly nightmarish graphics are really rather dull and the sprites seriously lacking in colour, leaving the program as a whole somewhat below the standard you'd expect of a two-quid game. Reviewer: Andy Wilton RELEASE BOX C64/128, £9.95cs, £14.95dk, Out Now Spec, £9.95cs, £14.95dk, Out Now Ams, £9.95cs, £14.95dk, Imminent IBM PC, £19.95dk Predicted Interest Curve 1 min: 40/100 1 hour: 40/100 1 day: 30/100 1 week: 30/100 1 month: 20/100 1 year: 10/100
Your Sinclair #29May 1988 · p.528/106/106/105/106/106/10
Graphics 8/10
Playability 6/10
Value For Money 6/10
Addictiveness 5/10
Overall 6/10
Jonathan Davies 6/10
Cascade £9.95 Reviewer: Jonathan Davies If all games were presented as nicely as this one we'd... er, it would... um, well, they'd be a darned sight more interesting to look at! Frightmare is all dressed up in some great artwork, with a large instruction leaflet, cum poster, a trendy character set and a reasonably atmospheric tune. Even the boring, irrelevant blurb isn't too boring and irrelevant. According to Cascade, deep at the back of your subconcious lie Frightmares, figments of the darker side of your imagination which, with the help of ten quid's worth of computer software, will escape from behind their thin veil of reason. They will appear to you in your dreams and imprison you... Oh, enough of this trash. This is a game, not to be taken seriously. Anyway, I'm scared. Having been trapped by these nasty dreams, the obvious thing to do is escape, of course, by waking up (although if you've ever tried waking yourself up in the middle of a nightmare you'll know how tricky it can be). Tipping a bucket of cold water over yourself is out for a start, so you're going to have to do it by advancing the clock to 8.12am - wakey, wakey time. This is done by exploring every room, sorry, dream, in the game, each one adding six minutes to the clock. Points are scored by shooting the assorted ghouls and vampires etc, you'll find knocking around the innermost recesses of your cranium, which will increase your "dream state" to a higher level. Essentially, what it all boils down to in a nutshell, is a platform game. Horrific, but true. It's heavily camouflaged with some well-designed graphics, but after years of training I can pick out a Willy clone at a hundred paces! You are represented by a little bloke who jumps around the screen, leaping around rotting corpses, dodging monsters and collecting objects. Huh! And sadly, like most unoriginal game concepts, even the most original of plots can't make it any more fun to play. It isn't even particularly scarey, (although perhaps that would be asking a bit much of our flexible friend). P'raps they should have shoved in a few members of the EastEnders cast, or even a couple of digitised Gateway check-out girls. Now that would have made your hair stand on end! Another unfortunate case of "Here's a good plot! Now let's base a game around it!" I've seen scarier things on "The Flumps"!
Come on! Why aren't your teeth chattering? That's you with the gun, having just fired one of your precious silver bullets at a monster. "Bad Dream" is your current dream state - pretty tame compared to a "Nefarious Nightmare," the ultimate in-bed entertainment.
Crash #51Apr 1988 · p.2573%47%57%57%57%
Presentation 73%
Graphics 47%
Playability 57%
Addictive Qualities 57%
Overall 57%
Kati Hamza
Mark Caswell
Nick Roberts
Producer: Cascade Games Retail Price: £9.95 Author: Rod Ashley Each persons subconscious stores primeval memories which seep into our dreams. Frightmare dares the player to step into this psychic abyss and surrender to fears in the landscape of their darkest imaginings. The nightmare takes place over a period of eight and a half hours in the supernatural environment of four dream zones, travelling through a surreal world of ruined, crumbling statues, networks of skeleton trees and rooms of blood-red skulls. In true dream fashion the ability to jump is weirdly enhanced - death by falling is a strange impossibility. This dreamscape is haunted by the victims of five ancestral tales and legends. Contact with any one of them means the loss of one of the dreamer's five lives. Ranging from zombies to scarlet disembodied hands, these can be countered by a series of collectable weapons. Holy water kills all monsters instantly; revolvers (for which you also need to collect bullets), crucifixes and random potions have a more selective effect. Other icons increase your ability to jump, represent extra lives, and allow you to warp to different rooms. As the inner self is penetrated, the dream state, recorded in letters at the top of the screen, alter accordingly. Beginning with a 'bad dream' the state slowly advances to finally become a 'nefarious frightmare'. After that all you have to do is wake up. Each new room visited moves the clock on by six minutes; at 8.12 am the frightmare is over and the harrowed dreamer awakes. COMMENTS Joysticks: Sinclair Graphics: badly drawn and crudely animated Sound: poor spot effects
Frightmare: look before you leap.
Sinclair User #73Apr 1988 · p.666/106/10
Overall 6/10
Chris Jenkins 6/10
Label: Cascade Author: Rod Ashley Price: £9.99 Memory: 48K/128K Joystick: various Reviewer: Chris Jenkins The longer you dream, the worse it gets... no. It's not an SU editorial lunch, it's Frightmare, Cascade's latest bid to disprove the, "one-game company," tag. Since the success of A.C.E. and A.C.E.2, Cascade has decided to adopt a higher profile and bring out a wide variety of games titles. I'm not sure if Frightmare is the best game to start with though, 'cos, let's face it, guys, it's basically a cross between a platforms-and-ladders game and Ghosts 'n' Goblins. And the big question is: Can you make it through from 12 midnight to 8.30, surviving assaults from the deepest darkest demons of your subconscious, without going bonkers? There are four dream zones to play through (each with many screens) ) and each time you enter a new screen, the clock ticks off an extra a six minutes. The screens, consisting of the usual platforms, pillars, ruined buildings and plants, are haunted by all the mythical ghoulies of legend and history; vampires, werewolves, medusas, severed hands, zombies, mummies and swamp things. Of course, hidden throughout the screens are weapons which can be used to kill off various monsters; holy water kills practically anything; watches slow them down; crucifixes freeze zombies, demons, serpents and various other offspring of evil; and many of the less powerful monsters are vulnerable to ordinary bullets shot from the revolver. If you find another revolver, it doubles your rate of fire. There's also a single silver revolver, which is the only weapon which will destroy zombies, werewolves, and Satan. Well it would wouldn't it? You can collect several weapons, and switch between them using the inventory at the bottom of the screen. As you leap around the screens, other icons will also help you out; rings give an extra life, wings increase the size of your jumps, a transporter moves you across the screen, and a chalice increases your dream state rating. This rating varies from BAD DREAM to NEFARIOUS FRIGHTMARE (which is the height of scariness). The pairs of nouns and adjectives change as you score more points by shooting monsters, picking chalices and using weapons. Now you might have noticed that this isn't the most exciting review in this month's issue, or indeed for several months' issues. The reason for this being that it's always difficult to whip up any enthusiasm for a game which is perfectly competently programmed, has pretty graphics and lots of gameplay, but not one jot of originality and no outstanding gimmicks. The most frightening thing about Frightmare is the price; it's certainly way better than the average budget game, but for £9.99 I certainly expect at least originality, excitement and, dare I say it? Superlative quality. Frightmare, sad to say, doesn't have it.
10 Computer Hits 5 carries this game and has 6 references of its own.
Advert12
- Sinclair User #72Mar 1988 · p.37
- C&VG (Computer & Video Games) #77Mar 1988 · p.75
- C&VG (Computer & Video Games) #77Mar 1988 · p.73
- C&VG (Computer & Video Games) #77Mar 1988 · p.71
- C&VG (Computer & Video Games) #77Mar 1988 · p.68
- Crash #50Mar 1988 · p.40
- Crash #50Mar 1988 · p.39
- Crash #50Mar 1988 · p.38
- Crash #50Mar 1988 · p.37
- Sinclair User #72Mar 1988 · p.43
- Sinclair User #72Mar 1988 · p.41
- Sinclair User #72Mar 1988 · p.39
Preview5
- MicroHobby #175Aug 1988 · p.59
- Your Sinclair #28Apr 1988 · p.10
- Sinclair User #72Mar 1988 · p.86
- C&VG (Computer & Video Games) #77Mar 1988 · p.15
- The Games Machine #4Mar 1988 · p.18
Review3
- MicroHobby #176Sep 1988 · p.28
- The Games Machine #5Apr 1988 · p.51
- C&VG (Computer & Video Games) #78Apr 1988 · p.42
Two-page ad3
- C&VG (Computer & Video Games) #78Apr 1988 · p.84
- Crash #51Apr 1988 · p.88
- Sinclair User #73Apr 1988 · p.2
CompoEntry1
- C&VG (Computer & Video Games) #80Jun 1988 · p.107
Map1
- C&VG (Computer & Video Games) #79May 1988 · p.114
Related
- Compilations
- 4 Most Fight & Fright, 10 Computer Hits 5, 30 Red Hot Hits, Poke City, Load 'n' Run issue 52, ZX-Spectrum Vega
- Ports
- (Amstrad CPC), (Commodore 64)
- Tags
- AY Sound, Horror/Halloween
- Elsewhere
- Speccy Screenshot MapsSpectrum +2A/+3 IncompatibilityCentre for Computing HistoryMobyGamesRZX ArchiveThe TipshopUVLSpectrum Computing RZX - YouTubeModern ZX-Retro GamingRZX Archive - YouTube
- Same entry at
- Spectrum ComputingZXInfo
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