![]() Moving onto the games themselves, I ask Craig what his influences and favourites were from the time. I then found the look-up table from where the routines were called and was able to move things around to accommodate my own routines.” Craig would go on to use these techniques to alter his games so they were subtly different to the usual “quilled” adventures. “I dissembled Gilsoft’s “Patch” and then “The Press” and worked out where in memory the special effects were stored. ![]() I bought a Multiface 1 from Romantic Robot - which was a fantastic piece of kit – and used it with a dissembler called Genie to break into games and scroll through the code.” These dabblings came in useful when his adventure writing began. ![]() ![]() “He had bought a book on Z80 code and taught himself how to program,” says Craig proudly, “and then helped with most of the special effects that I used in my adventures – such as the scrolling messages on the title screens and the screen fades that I used here and there.” So what did Craig himself learn? “I did try and gain a bit of know-how enough to enable me to hack games to look for cheat POKES for example. “Until then,” he begins, “computers were just things that you only saw on TV.” Craig shortly acquired a Spectrum 48k, yet his brother remained the programmer of the family. Written by Craig Davies, I spoke to the man himself about Custerds Quest as well as his other attempts at getting published back in the 80s and his memories of this turbulent period for videogames…Ĭraig Davies's love of computing began in 1981 when his older brother brought home a Sinclair ZX81. It may not be the most well-known of games, but Custerds Quest was an amusing adventure game parody that secured a Crash Smash in 1987 for The Power House, the budget arm of publishers CRL. ![]()
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