Saturday, October 10, 2020

Dave Semmens

It's now over three years ago since I featured a platformer called Spellfire The Sorceror, something that I hadn't previously heard about so was pleasantly surprised how much I enjoyed it. It's tons of fun and very easy to pick up & play. Plus another glaring example that the Atari ST can scroll - when in the hands of talent.

It was programmed by Dave Semmens, the same guy how gave us Kid Gloves II, but he also made a couple of older ST games which, ahem, left a lot to be desired. I began to wonder what could have changed for such an immense leap in quality compared to those earlier efforts? The difference is quite staggering!

So I tracked him down to find out, and then asked a few more questions too! :-) Dave was more than willing and I thank him for being such a great guy taking the time to chat with me. I hope you enjoy this little interview and don't forget to check out his incredible photography (and FaceBook group) which are both linked below.



- The Dave Semmens Interview -



Hello Dave, tell us all how you began...

I got interested in computers when I bought a C64 as a teenager. I soon started programming in basic and then looked at assembler. Within a short period, I realised that I wanted to try Z80 so sold the C64 (which was 6502) and bought a ZX Spectrum with microdrive. I bought an assembler and started coding simple games like TRON. One of my mates spotted an advert for programmers in Otley. I decided to give that a try and got the job.

The company was Source The Software House and they did many conversions from arcade/other home computer formats. I worked on a number of Spectrum titles and then added Amstrad (which is also Z80) to the list and then moved up to 16 bit with the Amiga and Atari ST. After a couple of years at Source, I went freelance and spent around 4 years working for Mirrorsoft, Probe and US Gold on various 8 and 16-bit projects.


What were you using back then?

We used a system called Programmers Development System (PDS) - it allowed a PC to be connected to the target machine and for all the assembly of code to be done on the PC then downloaded to the target. This meant that if the machine crashed (which it did often) then the code was still safe. Originally, I started with a basic Amstrad PC that didn't even have a hard drive - just huge floppy disks. We slowly moved over to faster and better-equipped PCs as time progressed and the codebases/graphics for each game got larger.

I still have my Atari ST in the loft along with copies of all the games I worked on and quite a lot of magazines with reviews of my games. But it's much easier these days to just boot up an emulator to play them :)


Dave hard at work in 1986 in an office made in heaven!


What was it like working in the games industry?

This industry is not like any other I have worked in. The people (most of them) would put themselves through hell to get a game out. I have worked with teams that spent days in the office, with very little sleep, and that was on floors or couches in the meeting rooms. I remember rushing disks down to a waiting motorbike courier, who would speed off at high speed to deliver the latest build to our QA people. I always said that crunch time to get a game out (normally the last 2 months) was the best of times and the worst of times.

To see a team come together and work together in this period was fantastic - the late-night antics and comradery were brilliant. But the impact it had on people was huge 20-hour shifts; nothing but take-away food for days on end was a killer and I had one lead engineer end up in the hospital with heart problems after one game.


How did you find this development?

I was always pushing to speed up the code as I wanted it to be better than anything out there - I wanted to have a proper dual playfield parallax not just a wrapping background etc. So I was always looking to improve. I discovered that, on the Atari ST, if I had the sprites at a 0-pixel shift when they hit the scroll point, then I had more processor time to scroll the screen which compensated for the lack of hardware for screen/sprite manipulation.


Any inspirations?

The games by Ultimate always blew me away - such great games and so playable.




Rainbow Warrior, eh?

This was late in my time at Source and the project had been given to an engineer. He was new to the company (if I remember correctly) and, in the end, he didn't get it completed. I found that the programmers coming in, who had not worked on the 8 bit systems, did not have the same concerns for memory. They had 512k to play with and didn't have to worry about finding ways to compress the graphics and save as much memory as possible.

As this was based on several mini sub-games, it was decided to split them up across a few programmers. I picked up a couple of levels and (maybe) the front end. I think Rainbow Warrior was my first Atari ST/Amiga game.



And then SAS Combat Simulator?

SAS was a straight conversion from one of the 8-bit versions (C64 I think) so I was just asked to create a like for like version for the Atari ST. The problem with budget conversions was that you were limited to what was possible on the 8-bits. There wasn't much time to do the conversion if you wanted to make good money, so it was a case of doing the best you could in a short time. The game played ok as it followed the playable C64 version.

By the time you had finished any game, it was hard to judge how playable it really was as you had to spend so much time playing and replaying sections yourself to test it. That got very repetitive!



But then two fantastic games!

I think one main reason for both Spellfire and Kid Gloves 2 being better and more polished is because they were my games. They were not conversions - I designed and put in more time/effort as they would not have had the same time limitations as the other conversions. As I designed the games, I could also make the mechanics fit well with the limitations of the system I was working with. Time and polish = quality :)

I was also on a royalty deal for both so made sure everything was as perfect as possible. As a programmer, I had a set of routines that I would use for all games - the basics like sprite and scroll routines. I would improve these over time and the main time to put extra effort into improving these was for my own creations.



Looking back, would you do anything differently?

No - I loved my time in the industry and would do it all again. I wish I had been 3/4 years earlier as that is when the big money was flying around. I will always remember the teams and people I worked within the Games Industry. I have yet to find a more dedicated bunch of people and, as I am getting on a little, so I doubt I ever will.


So what are you up to these days?

I now work as a project manager/agile data specialist for the largest online betting companies in the world. I still code in VBA and Tableau. I have a wife (the same one who suffered the games industry :) ), three kids (all grown up), a grandson and a small yappy Yorkshire terrier. My passion is now photography - not writing code. You can find some of my images on Flickr and I have a Facebook Group :) His photography is outstanding!! -Steve

6 comments:

  1. Awesome interview! I need to try his games.

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    1. Thanks Jeff I really appreciate that. Let me know what you think. Games all linked here. 👍🏻

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  2. Thoroughly enjoyed reading that. Dave is as genuine as it gets. Great job capturing that.

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    Replies
    1. Thanks Tom. Really glad you enjoyed this. Did you know/work with Dave at all?

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  3. Thanks mate for this interview which made us find out M. Semmens' journey in the game industry. His story is interesting. When reading it I learnt lots of things. I think I'll have a look at sas combat simulator ��.

    ReplyDelete

Please leave a name so I’m not talking to anonymous:)

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