UK 1982
seen from India
seen from T1
seen from United States
seen from Mexico

seen from United States
seen from United States

seen from Australia
seen from Nigeria
seen from China
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seen from Türkiye
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seen from Slovakia
UK 1982
Sinclair ZX-81
The Sinclair machines were among the cheapest (especially in the USA), the second machine, the ZX-81, was a great leap forward from the ZX-80.
Therefore, the price also increased, but it could be purchased optionally in a set at a price of $99.95. In 1981-82, this price was quite 'ridiculously low' - just for comparison: Atari 400 16Kb was $329, Atari 800 was $699, but even the Texas Instruments TI-99/4A, which had been devalued due to the market crash, was $379.
ZX-81 was not successful in the USA, but it managed to sell 1.5 million units in the UK and EU (mainly due to its price).
ZX81 (1982)
SCONNEX (Windows, Linux, SDL, C64, +4, VIC20, PET, ZX81, Spectrum)
Awesome Games by Year: 1981
3D Monster Maze
Released for Sinclair's ZX81 home computer, programmed by Malcolm Evans, and published by J.K.Greye in December of 1981, 3D Monster Maze is arguably the first survival horror video game... ever. Unlike other notable contemporary survival horror releases which were more akin to arcade-style survival games with a horror themed coat of paint, 3D Monster Maze - though a very formative example of the genre - is undoubtedly the real deal.
After an upbeat yet eerie greeting from an eccentric ringleader type character, the player is dropped into the titular monster maze - a randomly generated 18 by 16 cell grid-based maze - in which they must evade the game's central threat, a stalking Tyrannosaurus named Rex. Although limited to the hardware capabilities of the time, 3DMM utilizes a clever system of 22 text-based pseudo-graphics and dithering to emulate 3D imagery.
Visually reminiscent of a classic dungeon crawler, the game is shown through the first-person perspective, and the player is given only 3 buttons to work with: "5" to turn 90° counterclockwise, "8" to turn 90° clockwise, and "7" to advance forward 1 space. The objective is simple, avoid Rex at all costs. Points are earned by making moves whilst Rex is in pursuit, or by finding the exit (to which you will get a large point sum before being dropped into a newly generated maze with your score rolling over). If you've ever played the survivor mode of Alien: Isolation, just think that but without the flamethrower or vents, and infinitely looping.
As is the case with a lot of the greatest survival horror games, a major factor defining 3DMM's gameplay loop is its central monster, Rex. The game itself describes Rex as "always trying to move towards his prey" but the nuances of his pursuit are more dynamic than it lets on. For a start, Rex moves slower than the player, meaning you can always get away from him so long as you don't corner yourself or panic. As well, Rex influences a system externally referred to as the "anxiety level" - represented by a single line of text at the bottom of the display.
Each line is a little cryptic, but they all correspond with something involving Rex's behavior or relative position - for example, there's one to denote that Rex has momentarily ceased pursuing the player. This means that particularly mindful players can avoid Rex almost entirely by using the contextual clues provided by the anxiety level coupled with some tactical movement.
Funnily, Malcolm Evans, is quoted as saying that the game's inception was "almost a joke". A satellite hardware designer and not a game designer by trade, Evans had not started the project with the intention of making a game. The maze in its original condition did not feature Rex and was just a simulation made to test the limitations of the ZX81's hardware. Rex himself was implemented later, based on a suggestion by J.K.Greye who found the maze alone very remarkable but thought it should have an enemy and be a game. I think that's the real magic of this game. Rex is a product of the system he was born in - in a way, he evolved emergently from this environment. It feels almost natural, which is a testament to how impressive Evan's subtle yet deliberate implementation of features was - especially as a novice game designer.
Regarding the game's 6 FPS framerate, the author of the game's Wikipedia article writes: "A somewhat jerky motion is perceived at this slow framerate which gives a feeling of being jerked along with each step of a desperate heavy run", which I think speaks a great deal to the atmosphere this game was - and still is - able to create. The game is not "chugging" - no - you're just running laboriously because it's tense. The interconnectivity of the systems feels very intentional, and because of that the game evokes a primal survival instinct - "Rex is fast but I am faster. I must RUN!".
3DMM was also critically well received. John Hall - writing for ZX COMPUTING DEC/JAN '84 issue - noted: "I was very surprised by the graphics - they are excellent!", as well he went on to describe his adoration for Rex's approaching animations with a blatant enthusiasm. A particularly immersed, uncredited reviewer writing for Computer & Video Games #6 even opened their review with a short segment roleplaying the scenario presented by the game's intro - it's quite sincere.
Ultimately though, the main reason I chose 3D Monster Maze as my awesome game of 1981, is just how refreshingly modern and genuinely charming it is. The ringleader gives me sinister FNaF phone guy vibes. The game coyly asks "anyone there? well press something then" upon booting up. Even the manual remarks that you won't make it out alive. It's just a class experience that holds up.
But hey, don't take my word on any of this - give it a go for yourself. The wizards over at zx-gaming.co.uk have created an in-browser version available at:
Play web remake of 3D Monster Maze - Malcolm Evans & J.K.Greye's classic ZX81 maze game.
Be sure to tune in next week, for Awesome Games by Year: 200X
Sources:
- John Hall, (1983), ZX COMPUTING DEC/JAN '84
- Uncredited, (1982), Computer & Video Games #6
- Martin Davies, Richard Stanton, (2006), "The Making of... 3D Monster Maze", EDGE [MAGAZINE]
- Wikipedia :P
Guess the ZX81 Games - Special