Sunday, 22 June 2025

Insector Hecti in the Inter Change (HiTEC Software, 1991)

Designed by PAL Developments

Amstrad CPC and Sinclair ZX Spectrum versions:
Programming and music by David Spicer
Graphics by Jason Brashill

Atari ST and Commodore Amiga versions:
Programming by Glenn Williams
Graphics by Stoo Cambridge
Amiga audio by Howie Davies

Commodore 64 version developed by Digital Design:
Programming by Dave Saunders and Nick Taylor
Graphics by Ashley Routledge
Music by Jeroen Tel

All versions published by HiTEC Software in 1991.

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INTRODUCTION & GAME STATUS


As I was finishing off the previous comparison of Yogi Bear, I realized that HiTEC Software is one rather well-known game publisher from the turn of the 1990's, which I haven't really featured on the blog so far. For good reasons, I might add, because most of their output were sub-par and not even funny in their blandness. So, I took a quick look at their entire catalogue and found that they had one game that was more commonly well thought-of than others, and it was this game, which doesn't even know how to spell itself. The title screen says Interchange, the cover art says Insector Hecti in the Inter Change, and there are some occasions, when it's Inter-Change. I suppose it is whatever you feel like it should be.

Similarly to Piranha's Yogi Bear, Interchange shares the uncomfortable status of not having a clear platform of origin. Designed as the game is, it could practically be any of the five, but as it is a 1991 game, I'm willing to bet it's one of the two 16-bits. Whatever the case is, Interchange has been voted by the most by people at Lemon64, giving the C64 version a score of 6.77 from no more than 13 votes. At LemonAmiga, 11 voters have given their version a score of 6.64. At Atarimania, the Atari ST version has a score of 7.0, but from only 3 votes. At Spectrum Computing, the current score is 7.6 from 5 votes, while the original archived World of Spectrum score was 7.25 from 8 votes. The two Amstrad scores are 10/20 at CPC-Power and 9/10 at CPC Game Reviews. At this point, I'm not sure what to make of it, so let's get on with it.

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DESCRIPTION & REVIEW


When I started preparing for this comparison, I had no idea what I was getting into, because this was a game I had never really even tried out prior to this. What I found out upon beginning the work was, what Interchange is really, is a somewhat upgraded version of Zenji, which I have already made a comparison of in 2018. Of course, the available platforms for this one makes this one just about as worthy of making the comparison.

The same basic idea is unaltered: you need to connect all pieces of floor to form an unbroken maze by turning the floor pieces to join all the necessary adjoining ones. After a minute or two of playing this one, though, I started to notice some important differences from Zenji. Firstly, you can shoot your
enemies here, with bullets that can bounce off around corners. Secondly, there are power-up items you can pick up, such as stopping time for a short time, and being able to run quicker. What I'm not completely sure about in regards to Zenji is, how long the game will last, but Interchange features 50 levels, and has a passcode system.


Before I played this game, I never considered Zenji to be a genre of its own, but Interchange proved me wrong, and I'm glad for it, because this is a game concept that is well worth exploring and expanding, however possible. If HiTEC's other games were this good, they could have made themselves a name worth mentioning on a more regular basis, but sadly, their focus was on firmly on making easy-to-play cartoon games for a younger demographic. Ins(p)ector Hecti himself is drawn as a wannabe cartoon character on the cover, with the intention of making Hecti the mascot for HiTEC - hence the anagram name for the character. But don't let that keep you from playing this game, as it is one of the few worthy titles from HiTEC's catalogue.

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LOADING


With the usual three 8-bits included in the comparison, we might as well have a tape loading time comparison. Anyway, it always gives a comparison a good chance to feature some graphics in the midst of a long stretch of text.


AMSTRAD CPC: 4 minutes 40 seconds
COMMODORE 64: 3 minutes 23 seconds
ZX SPECTRUM: 4 minutes 8 seconds


Nothing too out of the ordinary there. As it is proven time and again, the AMSTRAD versions of games tend to load slower than the C64 and SPECTRUM versions, with the C64 version having the most effective turbo loader, as they were by large. Only the slightly diminished differences between the loading times from the norm is what makes this kind of interesting, if this sort of thing interests you.

Loading screen, left to right: Commodore 64, Amstrad CPC, Sinclair ZX Spectrum.
The 16-bit versions don't seem to have loading screens at all, so I chose to not include the black screens here. As for the rest, the C64 version has a full-screen HiTEC logo displayed, the AMSTRAD version has a much more macho and human look than what you get in the cover art, and the SPECTRUM version features two smaller HiTEC logos in monochrome cyan and some text. I'd say the AMSTRAD loader is the most appealing one, if not necessarily thematically correct.

From what I can tell, the ATARI ST version requires a minimum TOS version of 1.04 to run properly, as earlier TOS versions seem to get stuck in the title screen. The AMIGA version suffers no such inconvenience.

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PLAYABILITY


Controlling Insector Hecti is pretty straight-forward: all directional controls make you go exactly the direction you choose, and pushing the fire button fires your weapon. There are also Pause and Quit keys in the SPECTRUM version, both of which can be redefined to your liking.

As you start the game by pressing the designated fire button, the game prompts you for a password, which will be gotten by making progress in the game. After this, you can enter your name, which can be used to record your best time for completing a level, if and when such an event occurs. There is no high scores table, though, so all the versions of the game are equal in that regard.


Interchange is one of those games, that was designed so tightly, that there was no option but to get all the versions play as close to each other as possible. This means, even the passwords given to you by the game after every fifth level are the same for all five versions.


So, the way the game works is, you walk the mazes and align the misaligned pieces of the maze so that everything connects together logically, with no deadends or paths leading to holes. The mazes are inhabited by creatures, which can kill you upon contact, but you can shoot them, provided that you have bullets in your gun. Happily, your gun's bullets can travel around corners, so you don't have to worry that much about timing your shots.

Ever so often, some power-up items pop up at random spots on the maze, which will give you some sort of a helpful boost. This could be extra bullets, a temporary speed-up for moving, extra time or enemy freeze. There might be some other power-ups, but I confess I haven't really played Interchange long enough or far enough to notice.

There are only a couple of notable differences that have some small chance of affecting your enjoyment of the game - because that's all there is, really. The game plays so far the same on all five platforms as to not really cause any real concern for any version, but there are some minor differences.

The AMIGA, ATARI ST and C64 versions play largely the same and feature similar designs: you get more elaborate level-starting animations, and there are more text messages on the screen at every possible turn. From what I have seen, there are no notable slowdown with larger amount of enemies, and the only version to suffer from such effect is the SPECTRUM version. The SPECTRUM and AMSTRAD versions feature no level-starting animations, and all the text message bits have been left to a bare minimum after the initial name and password entry screens, so the experience on those two is much more immediate and fast-paced in that sense. The ATARI ST version plays the most constantly fastest, so it can also be considered the most enjoyable, if you know exactly what you're doing. There is some slight weirdness in the collision detection on the AMIGA and ATARI ST versions, though, but it hardly ever comes to play, when you really are shooting the enemies mostly from further away.

The only reason I can think of, that would set some version more effectively apart in any manner, is that the SPECTRUM version has monochrome graphics, which might make it difficult to see some of the action. Also, the aforementioned occasional slowdown is a bit annoying when compared against the others, but it's not really a thing that makes that particular version all the much worse. Really, the most annoying thing I found about the SPECTRUM version is, that after the game has finished loading, it draws a blank screen for about 10 seconds, that makes you think it froze up. Still, when the differences are so small, you have to make drastic choices with the scores.

1. ATARI ST / COMMODORE AMIGA / COMMODORE 64 / AMSTRAD CPC
2. SINCLAIR ZX SPECTRUM

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GRAPHICS


As we learned from Zenji, arguably the original version this game, graphics aren't all that important, although they do help figuring out things. For the most part, Interchange is a visual upgrade to Zenji, but are there any downgrades?

Title screens. Top row, left to right: Commodore 64, Sinclair ZX Spectrum, Amstrad CPC.
Bottom left: Atari ST. Bottom right: Commodore Amiga.
All the 8-bit versions have their title screens, which simultaneously act as credits sequences, designed very similarly: you get one custom font, which looks sort of bulky and somewhat industrial but in no way specific for this particular game, coupled with a starry background. You really cannot get much less inspiring and unoriginal than this. Only the colouring is different for the three 8-bits.

Thankfully, the two 16-bits offer a very different look to the title/credits screen. The game logo is perhaps a bit typical representation of the 16-bit age designing, with a hand-written style coupled with a balloony design for the title logo lettering. Along with the similarly designed "Press fire to start" text at the bottom, this is the only feature that is common for both AMIGA and ST versions. The credits are shown in a different style, although they do occupy the middle of the screen in both versions. The ATARI ST version shows the game's copyright information in yet another different font, while the AMIGA version shows them at the end of the full credits sequence. Finally, and most visually importantly, both of the 16-bits show a small representation of what to expect from the game, by having some tunnels going either around (AMIGA) or through (ST) the screen with your eventual enemies walking through them. The AMIGA version's red-tinted overall look doesn't really represent the in-game graphics that well compared to the ST version's less dramatic preview, but I think it does make for a little more stylish title screen. But of course, it's really a matter of taste.

Text screens - entering password, name and a well done screen; left to right:
Commodore 64, ZX Spectrum, Amstrad CPC, Atari ST, Commodore Amiga.
The least interesting part of the game is all the numerous text bits that appear more often than absolutely necessary, and with not nearly enough variety to be of any interest to anyone, probably the least of all for the creators of the game. As you can see, the font used for all the text bits is pretty much the same for all five versions now, with some minor differences in stylizing in the SPECTRUM and AMSTRAD versions, both of which also use just one colour throughout the entire game for all the text. All the remaining three versions use a different colour for different occasions.

Now, I have only bothered to play as far as somewhere between the 10th and the 15th levels, so I cannot say with any certainty, how many variations of styles are there in any version, exactly, but from the 10+ levels I have managed to see, some conclusions can be drawn.

In-game screenshots from the Commodore Amiga version.
I shall start the level graphics comparison from the 16-bits, because I believe the game was primarily focused for the 16-bits, considering the time of development and the differences in the previously shown title screens.

The AMIGA version has plenty of variety in both the chosen colours for each level, as well as their tile patterns and their details. Up to the tenth level, at least, you will find no two completely similar looking levels, although some background patterns are recycled. Also, the player and enemy sprites, as well as the bonus items are very detailed and well-animated. On further note, the info panel always uses specific colours from each level, instead of having some regular bland solid selection to go throughout the game.

In-game screenshots from the Atari ST version.

The same goes for the ATARI ST version, but the only real difference seems to be the palette, which makes the game look slightly darker than the AMIGA version. Perhaps a thing worth noting, which is common for both 16-bit versions is, that when you lose a life, a "TRY AGAIN" text floats up to the middle of the screen while still in the level screen. No other text is shown outside of the designated text screens.

In-game screenshots from the Commodore 64 version.
In the 8-bit versions, the action screen size is without exception more or less smaller than on the 16-bits, making the detailing lower in quality. The C64 version, at least, tries its best at giving nice hi-res monochrome background patterns along with the lower resolution multicolour surface graphics.  Obviously, the amount of colours is lower than on the 16-bits, but Ashley Routledge has done a fine job of approximating the patterns and shadings, and making the player and enemy sprites stick out well enough to make it look nice and somewhat clear. Not the best I've seen on the C64, but not bad for 1991, when the focus was clearly elsewhere. The info panel looks nicely different from the 16-bits, and although it takes a relatively large portion of the screen at the bottom, it doesn't actually make the action part of the screen suffer for it. On a final note, the C64 version features two text bits overlapping the level graphics instead of just one.

In-game screenshots from the Amstrad CPC version.

Unfortunately for the AMSTRAD gamers, this version features clearly the least amount of variation in level graphics, since I have only come across three variants of maze styles and just a black starry background (although at least it is animated). The lack of visual effects and overlapping text messages is also rather unfortunate, but it does make the AMSTRAD version play a bit faster than the other versions. The info panel takes its style from the 16-bits, but drops the current level number from the line.

In-game screenshots from the Sinclair ZX Spectrum version.
The SPECTRUM version shows a stark contrast to the AMSTRAD version by featuring lots of different maze floor patterns and colours, and at least three solid inanimate background colours. Of course, the maze graphics are monochrome, but for the most part, the graphics are clear enough. It only becomes difficult to look at, when the maze floor patterns are busy enough to make it harder to see what's going on in there. And as I mentioned previously, the more action you get on the screen, the slower the game runs. Similarly to the AMSTRAD version, the info panel is styled after the 16-bits, but without the level indicator.

Visual effects on starting a new level, left to right:
Commodore 64, Sinclair ZX Spectrum, Amiga/ST.

Here you can see examples of the visual effects in the game's different versions, with the level starting effect as the most obvious example. In the C64 and 16-bit versions, you are shown the pieces of the maze flipping around, which you then need to correct. The SPECTRUM version only shows the starting point flashing before you start the level, and the AMSTRAD version has no effect at all.

Game Over screens. Top row, left to right: Commodore 64, Amstrad CPC, Sinclair ZX Spectrum.
Bottom left: Commodore Amiga. Bottom right: Atari ST.
Finally, the Game Over screens on the 8-bits are what you would expect, knowing what the other text screens are like, but the 16-bit versions show an almost full-screen red Game Over message spread out over the final reached level.

What we can see here is, that while the gameplay is certainly similar enough in all five versions, you cannot escape the fact that the 8-bit platforms in particular are very different, and were at this point considered vastly inferior to the 16-bits, and given according treatment, at least in terms of graphics. Whether we are able to see these differences in a more lenient and equal way in terms of nostalgia these days, the fact remains that the 16-bit versions were made to be the natural choice, and the C64 version the next best thing. Interestingly enough, the SPECTRUM version turned out to be the more visually interesting one compared to the AMSTRAD version.


1. COMMODORE AMIGA / ATARI ST
2. COMMODORE 64
3. SINCLAIR ZX SPECTRUM
4. AMSTRAD CPC

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SOUNDS


Having no solid proof of which version was developed and/or released first, I shall start this section with the 16-bits. Both the AMIGA and ATARI ST versions feature the same title music, which is a nice bit of MOD-like bouncy electropoppy stuff, very fit for this sort of a lightweight puzzle-action game. This can perhaps be considered more impressive on the ATARI ST, where such sample-based music is less commonly heard, but it just doesn't sound quite as clean and high in volume as it does in the AMIGA version. However, while the sound effects are their usual sample based thing in the AMIGA version, the ATARI ST version uses the soundchip's own sounds equally effectively. Personally, I think the ST's chip-based sound effects suit this game better than the somewhat flat sounding AMIGA sample effects, but they're both fine. Because they're both different but equally good in this area, I'm of a mind to give them a shared spot here, but the AMIGA version beats the ST version simply by having the option to listen to either music or sound effects during play.


For a Jeroen Tel track, the C64 title tune feels a bit middle of the road, if not out of place. This does not equal unimpressive, because Tel's usage of the SID-chip is quite as masterful as it usually is; rather, the track is not a particularly impressive or inspiring as a composition. The sound effects are equally mundane, as they sound like they could have been designed by using Sensible Software's already at that point infamous Shoot'Em-Up Construction Kit, which features presets for a bunch of sound effects that sound almost exactly like the ones in this game. That's not to say they're not fitting for their respective occasions, rather that the game's budget shows quite clearly here.


David Spicer's tune for the SPECTRUM and AMSTRAD versions works a bit better in the context, and has more of a dramatic progression to it, too, which is a nice surprise. In the case of the SPECTRUM version, though, you need to have a 128k machine in use to hear the title music, as you get nothing in the 48k mode. However, the in-game sound effects are designed for the beeper, so you get to hear them in both modes. Luckily, the sound effects are rather good, considering their beeper design, but they hold their own fine even against the C64 version. Oddly, the AMSTRAD effects sound like they were designed for the Atari 2600, rather than a machine with something as evolved as an AY-chip.

1. COMMODORE AMIGA
2. ATARI ST
3. SINCLAIR ZX SPECTRUM 128k
4. COMMODORE 64
5. AMSTRAD CPC
6. SINCLAIR ZX SPECTRUM 48k

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OVERALL + VIDEO


That's another lightweight comparison done to fill up this summer's calendar, and if we learned anything from this one, it's that the 16-bits were so far leading the game development game, that the 8-bits started to feel more like a necessary evil or an afterthought, rather than a natural part of the development process. That said, none of the versions play all that different, because the game design was so simple and solid that nothing needed to be altered to make the game work on some platforms. Taking this into consideration, the Spectrum and Amstrad versions, while graphically inferior, do feel more like in terms of gameplay, Insector Hecti is right at home there. Whatever the platform of origin was, here is how the traditionally unfairly mathematical scores here at FRGCB turned out for Insector Hecti in the Inter Change:

1. COMMODORE AMIGA: Playability 2, Graphics 4, Sounds 6 = TOTAL 12
2. ATARI ST: Playability 2, Graphics 4, Sounds 5 = TOTAL 11
3. COMMODORE 64: Playability 2, Graphics 3, Sounds 3 = TOTAL 8
4. ZX SPECTRUM 128k: Playability 1, Graphics 2, Sounds 4 = TOTAL 7
5. AMSTRAD CPC: Playability 2, Graphics 1, Sounds 2 = TOTAL 5
6. ZX SPECTRUM 48k: Playability 1, Graphics 2, Sounds 1 = TOTAL 4


And of course, in the case you don't like taking just my word for it, you are all welcome to try all five (or six) versions by yourselves, or at the very least, take a look at this video comparison from the MikroView series from March 2019.


Since I was supposed to be veering the comparisons more towards the 16-bits and the 1990's, I suppose this is part of that process. However, I will still be sticking strictly to the 8-bits for the next few game comparisons at least, because rearranging long-held plans is always annoying. So, thanks for reading this one, and I hope it proved any point at all. See you next time with something very likely more interesting!

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