Deflex History

(I have no idea what the product referred to in the logo is, I just thought it funny that there's something promising a "clean solution" named after my game ;-).

Deflex is probably the the game with the longest history of any Llamasoft game. Me and my mates at sixth-form college were playing a game very much like Deflex on an 8K Commodore PET-2001 machine - the only computer in the whole college, at that time, back in 1978. There was a game circulating around (I can't remember where it came from) which involved a ball bouncing around on the PET screen, ricicheting off diagonal deflectors. In that game the ball would often get stuck because the deflectors always channeled the ball in the same direction.

The innovation - and the birth of Deflex - was to make it so that upon hitting a deflector, the ball not only was deflected, but the state of the deflector itself was changed too. There were two kinds of deflector, each a diagonal line, one angled like a slash "/", and the other like a backslash "\". By making the deflector toggle between those two states, ball trajectories became much more complex and interesting, particularly if there were a lot of deflectors on the screen.

Players laid down deflectors in front of the ball by pressing one of two deflector keys, one for each kind of bat. In all future versions of the game controlled by a keyboard, those keys were "n" for a "/" deflector, and "m" for a "\" deflector. This isn't just an arbitrary key allocation; there is a historical reason for it, which becomes obvious if you look at this picture of a section of the old calculator-style keyboard of the original PET-2001...

...each key carried an associated "graphic" character, and the N and M keys carried the graphics of the deflector bats, so it seemed natural to use those keys to place the equivalent deflector in the game :-).

Unfortunately, that original PET game is probably permanently lost in the heavily-pixellated digital mists of time. We had no disk drive for storage in those days (a typical coding session lasted one half-hour slot {you had to book your week's allocation on a Monday morning; I once got banned for a week because I almost knocked over a teacher in my eagerness to get to the scheduling chart and pick my week's allocation} and the first and last five minutes of that session were therefore usually spent LOADing and SAVEing onto cassette tape). Even if somewhere a knackered old C60 from that era survives, I doubt very much whether it would be readable enough ever to retrieve that long-lost ur-Deflex.


The game next made its appearance on the ZX-81. Although I haven't found an image of this version yet, I do live in hope that I will come across it somewhere on the Net, since a lot of ZX-81 games did survive long enough to make it into the modern datasphere. The game was distributed for a while by dk'Tronics, and used blobby graphics for the deflector bats and an "O" for the ball, but was still recognisably the same game; it still even used the "N" and "M" keys from the Pet version.

Until I find that old ZX-81 version, the first version I am able to offer actual images of, both graphical and binary (for use with an emulator) is of Deflex running on an unexpanded Vic-20. For some reason I called this "Deflex V" (there had been two other versions prior, the PET and ZX-81 versions, unless I am forgetting any; maybe I thought "V" just sounded more... cool, or something lame like that).

Here's a game in progress on the VIC. I hadn't yet learned to POKE the hell out of the VIC video chip registers to get a larger screen, so the action, such as it is, takes place in a fairly small area. Targets would appear randomly on the screen (numbered in hexadecimal; 1 to 9 and then A to F, bloody geeky git I was {and remain}); the player used the traditional N and M keys to place deflectors in the path of the ball.

There wasn't really any "scoring", as such; the objective was simply to clear all the targets in the shortest time you could. Your best efforts went into the "High Score List", where you could enter your name, although fat lot of good it did you, because in the absence of a disk drive it was much too much of a faff to even think about using cassette tapes to store high scores on, and so the HST would disappear when the game was turned off.

The Vic-20 version of Deflex is available for use with emulators. My favoured emulator for all things 8-bit Commodore is the VICE emulator, which emulates many of the early 8-bit machines. You can download a .vsf snapshot image, which is somewhat easier to use but specific to the VICE emulator; or a .prg image, which may be slightly trickier to get going, but which is usable on many other VIC emulators.


The next outing for Deflex was certainly the most complex incarnation ever made, prior to the modern-day PocketPC version, of course ;-). SuperDeflex was one of the few Llamasoft games made for the Spectrum.

And here's the title screen for that version. The llamas walked across the screen, their necks undulating and their little tails flipping, spelling out the title. What you can't hear, thankfully, is the extremely harsh, clumsy Spectrum-BEEP-command rendition of the "Theme from TRAXX" which accompanies this screen ;-).

Deflex for the Speccy was a much more involved affair than any other version. Instead of a ball, you deflected "Sid the space invader" around an arena which became increasingly beset with hazards - barriers to obstruct you, extra bats to get in your way, moving targets, lasers that zapped you, lethal tombstones, and a tiny pink robot who chased after you! There were nine gameplay levels, each with nine targets to hit, and if you placed too many deflectors...

...a giant llama came out to wipe the screen clear (and chuck you down a level, to boot). No way I was going to waste that oh-so-sophisticated two-frame llama animation that I'd spent so long working on ;-).

Scoring was a bit more advanced in this version of the game, depending upon time taken, number of deflectors used, and current skill level. Player hi-scores were entered into a hi-score table which was every bit as fleeting as the one on the Vic-20.

Heh... yeah, that's "all-time" as in "all the time that has elapsed since you loaded the game off tape" ;-).

You can download SuperDeflex for use with your favourite Spectrum emulator (I like Spectaculator myself); you can take a .TAP tape image, or the slightly easier-to-use .Z80 memory snapshot.

Read a little introduction to SuperDeflex in the new games announcements from this archived copy of Sinclair User!


Deflex made a brief appearance on the Atari 8-bit machines under the name Turboflex; unfortunately this is another version whose emulator image I have yet to turn up, but as and when I can find it, I shall put it up here. It was a fairly simple version, from what I can recall of it, being written entirely in Atari BASIC. The only really distinguishing feature that I recall was that a little player-missile-graphic of a pistol would appear and "shoot" one of your player lives when you lost one ;-).

Update - I got a copy of Turboflex!

It's the Dutch version, mind, but it's nonetheless Turboflex, complete with the aforementioned pistol - caught in the act of shooting one of my lives in the screenshot above - plus screen flashes and some deliciously grungy Atari sound effects :-). In play it's simple but fun, with each successive life increasing the difficulty slightly - first the target moves slowly, then it reverses every time you place a bat, and on your last life it speeds up, too.

Anyway, thanks to Richard Douwes for bunging me the image, and I am therefore happy to be able to offer the .BAS BASIC file itself, or (perhaps slightly easier to get going) the .a8s Atari800Win memory snapshot image :-).

As a matter of fact that version brings back some good memories - I remember going to Holland to meet the people from Aackosoft, who wanted to license some games from me to sell in Holland, and it was my first ever trip to Amsterdam. One of the chaps from Aackosoft made a point of taking me round some of the infamous coffee shops and I got very stoned indeed, and then he dragged me into a cinema to see for the first time a film that I have loved ever since: Koyaanisqatsi :-).

The final incarnation of Deflex, before the Resurrection, was tucked away into the far-more-complex Commodore 64 game Iridis Alpha. Iridis had a pause mode during which a little game called MIF would appear. MIF was basically the same game as Vic-20 Deflex, with slightly prettier explosions when you hit a target (the bits of explosion would destroy deflectors in the vicinity, too, which was a help) and better sound effects. It was called MIF because it was made whilst I was out at my sadly-missed, bloody-annoyingly-ripped-off flat in La Plagne ski resort in France, one snowy day when it was far too horrible outside for anybody sane to actually go out skiing.

Here is MIF in action on the C=64 emulator VICE. Instead of a ball the player controls that rainbow-y streak of light-ish thing made up of coloured squares, and the target is the thing that looks like a ball (it looks more confusing here as a static image than it actually is in real life :-]). The almost-depleted vertical bar just in the last blue segment of its red, white and blue entirety (France, see?) at the upper right edge of the screen is the timer - you have to hit the target before it disappears. The score is represented by the bar at the bottom of the screen (in the screenshot just started; a good score would extend the bar, in rainbow colours, right across the bottom of the screen). The little tick above the score bar represents the high-score. A tiny, but fully-formed game :-).

Unlike all other versions of Deflex, in this one when the ball leaves one side of the screen it reappears on the other.

Wandering about on the web I was amused to find out that someone has made a Java version of MIF. It runs a little slowly, but it's amusing nonetheless, and I note that although the Commodore PET keyboard has passed its legacy down another generation - the M and N keys are used to place the deflectors - the guy has implemented them the wrong way round!

MIF itself had a hidden pause mode. Upon activating it you were presented with a graphics demo called DNA. This was a graphial celebration of my long-term, deeply-committed love affair with the sin() function, and allowed the player to dick about with a pair of sinusoidally-modulated sprite chain thingies.

Nothing to do with Deflex, but in this context it was Deflex's neighbour, so I thought I'd include it :-).

Help yourself to a VICE snapshot of MIF; and here's one of DNA. If you unpause these snapshots you'll be taken to a just-started game of Iridis Alpha!

There was also a nod in the direction of the Deflex game mechanic in the Vic-20 and Commodore 64 game Matrix (confusingly enough released in the US as Attack of the Mutant Camels, when any fule kno that Attack of the Mutant Camels is something completely different with giant camels in).

In the really quite unrepresentatively sparse and boring-looking screenshot from Matrix, above, the angular-Q-shaped structure in the middle of the screen is actually a little cluster of Deflex deflectors. Various levels in Matrix feature these deflectors, which divert the shots from the little green ship as if they were a Deflex ball. The player has to be careful, because as the deflectors change state and the player moves around shooting at a screen full of enemies, it becomes quite possible to accidentally shoot oneself ;-].


The underlying mechanic of Deflex, then, is older than Llamasoft itself, and is a pleasingly simple idea. It seemed natural, then, that it should appeal to me when it came time to implement my first PocketPC game. I wanted something that was instantly accessible, something simple to learn but satisfyingly challenging to play; something that wouldn't suffer due to quirks like the iPaq's inability to detect button presses; something which could, indeed, run on anything that had so much as a pair of buttons (maybe in newer versions of mobile phones that use a Microsfot UI)...

'Course, now Deflex is a lot flashier, with all those bleating sheepies and great herds of stampeding Queen Mothers... but under the skin it's effectively the same game that first saw life in the computer room at Queen Mary's sixth-form college in Basingstoke at the end of the 1970s.

Deflex, you've come a long way ;-).

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