Katakombs of Kakrafon - Jim Waterman

This is invariably going to end up being a review about remakes. On one hand, we have a game that is a vastly enhanced version of an earlier C.S.S.C.G.C entry and on the other, it is made for the ZX Spectrum Next.

Sadly I don't have a Next which is a great pity since I think it is a beautiful modernisation of the system. It is instantly recognizable as a Spectrum, but those curves are a beautiful touch that enhances the original design. If/when there is a Kickstarter 3 I'm going to need a good reason not to join it. In the meantime, I can enjoy some of the enhancements using CSpect or ZEsarUX. 

Jim very kindly provided me with very details instructions on how to get CSpect up and running. Once I installed OpenAL the first hurdle was overcome, but there were more from downloading the SD card image, importing files onto the SD card image, and starting CSpect with various switches. Being pushed for time I tried looking for shortcuts. The general rule about shortcuts is they take longer than just knuckling down and doing it right the first time. Initially, I tried using ZEsarUX which kindly offers to download the SD card image for you, but I couldn't get to grips with the internal browser to manage to add Jim's game files onto the card image. This made me a little sad since I like ZEsarUX's quirky design and regularly use it for Spectrum emulation.

So I shifted back to CSpect, however, that required using HDFMonkey via the command line to move files across. While I regularly use Powershell at work I still prefer a GUI. I confess I am lazy and I would rather do something in two clicks than read and memorise a bunch of switches and then work out file paths for something I'm not expecting to do very often. I know I am a philistine and will probably be burnt at the stake by Bash users come the Linux revolution, but I'll die fighting for my rights to be lazy. 

Several hours of working hard to find the lazy route to playing Jim's game on CSpect led me to HDFM-Gooey, hallelujah!



This is an excellent tool, but comes with Caveats. The biggest which isn't mentioned in the readme file is that it doesn't like directory names with spaces in them. This led to many crashes and errors until finally dialog box popped up to inform me of this. Once set up without spaces it is a super tool. Click Launch and it will check if you have CSpect, HDF Monkey, and a SD card image installed in the same folder. If not it will offer to download them. You then get a file explorer style GUI to move files onto the SD Card image, you can do this while CSpect is running and just remount the image. I would like the option to choose the location of existing installs of CSpect and HDF Monkey (plus the ability to use spaces in directories), but these are minor niggles.

Long route to laziness ticked, now onto Jim's game.

Like the Spectrum Next this is an enhanced remake of an earlier game Mines of Magrathea. It also succeeds in taking what is good about the original and polishing it. This is a skill Jim has excelled in with his entries so far.

The opening screen of MOM

Just about to win a level

The original by Paul E. Collins is actually a fun little memory game with no fancy graphics and only around 20 lines of BASIC. Jim has previously enhanced this for the SAM Coupe in 2022.



The basic gameplay is very similar, except the player begins and ends in a set location which makes it a little easier to map your path. Visually though the game is vastly enhanced graphically and with more of a back story as you play Ford Prefect from the Hitchikers series aiming to amass a fortune stealing from the mines of Magrathea.

Katakombs of Kakrafon continues the story, this time with the protagonist being everyone's favorite two-headed ex-President of the Galaxy Zaphod Beeblebrox. Clearly, great effort has gone into this game. The title screen draws itself into existence at just the right speed before launching into a pleasant tune that doesn't appear to be skippable.

At this point, you can press 'Zero' to switch between a palette that mimics Spectrum colours or a less bright although not quite Breadbin palette. Pressing 'I' reveals the extensive back story and some hints on gameplay.

Any other key allows you to select your choice of controls. Purists will be pleased to note no WASD given as a key option.



After that you get to choose a skill level from 1 - Easy to 4 - Hard. Once chosen you start your quest. Like the previous games you are shown the location of the mines before they vanish, however, the chunkier graphics do result in fewer mines on the screen than the earlier games and therefore make it a little easier. There is usually more than one gem per cavern which means you can choose to grab the nearest/easiest or try to get the all. The latter strategy is much harder. I almost wish the hard level would insist on clearing the cavern of all gems.





After each cavern, you can choose to return to the ship, cash in your swag, or try another cavern. The only real incentive to continue is the high score table that is saved with the tile set meaning you can't reset the high score by pulling the plug. (wistful sigh for the old days).



When eventually you choose to return to the ship you get a chance to go again or press Q to leave Zaphod alone.




Pressing Q for me filled the screen with boulders interspersed with pan galactic gargle blasters. However the routine crashed with error l TOO big, 4242:42, was this a programming error? All those 42's in a Hitchikers game seem very suspicious. Next time round it reset CSpect to the menu screen.




Technical Ability - 95%

You only need to read through the extensive development notes that accompany the game to know it clearly reflects technical ability. A lot has been squeezed into 860 lines of BASIC. Jim has also written two version KOK.bas for the Next and KOK206h.bas for emulators which aren't upto date with the latest and great features.

Achievement - 90%

I like this game a lot, there is a huge amount of attention to graphics from the shadowed text to the lovely sprites. Zaphod looks great


As do the Gargle Blasters


By deliberately not using a vastly expansive pallette we end up with a game that feels like a Spectrum game if you are able to use bright and non-bright in the same cell and if there is no colour clash. Each game in the series feels like a true improvement on the previous one taking advantage of the improvements in the platform.

Fun - 65%

It is a fun game, especially for fans of the Hitchhiker series who will pick up on the references. I would question the longevity of the game, how much of a hook would beating the highscore be to draw you back in? If in 30 years the media is shouting about a teenager who has beaten the Katakombs of Kakrafon on an un-yet created platform I will admit my error and pay up the value of a bus ticket from Pagham to Bognor Regis.

Crap Factor - 10%

There is little about this game that demands a crap rating, my only reservation is the replay value.

Roundup

Pros -
  • Sticking to a spectrum palette despite having a wider range available
  • Amount of care to detail
  • That sprite of Zaphod
Cons -
  • There appears to be no way to change the difficulty level without restarting
  • There is no real incentive to collect all the gems in a cavern
  • Different difficulty levels don't seem too difficult, I suspect the difficulty ramps up each cavern you clear but this does get repetitive
There is a huge amount I could say about this game, but I don't want to spoil your enjoyment. After playing reading Jim's extensive notes is also recommended. 

Remember I play these games so you don't have to, but in this case, you should. You can download and play it here.



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