The world has gone silent.
Empty roads. Abandoned homes. Forests where even the birds have stopped singing. Somewhere in the darkness, a faint signal breaks through the static. A young boy. An old radio. And a desperate search for answers. But something is hiding in the shadows.
Something is listening.
DEAD AIR
Some signals are better left unanswered.
See it running
A short clip of Dead Air in action. Everything is drawn in four shades of grey at 320×192, and the screen scrolls in hardware at 30 frames a second.
The music is a slow, looping drone with wind, a glass bell and a faint radio whistle. It streams from the CoCoSDC while you play. Thunder follows each flash of lightning, and the closer the strike, the sooner it comes.
About the game
There are no weapons in Dead Air. You walk, run, jump, climb, and push and pull things to get past the forest. You can't fight the creatures, so you have to get away from them. The radio is the only tool you have. Its pulse rings out in a wave and, for about two seconds, lights up what is hidden in the black: a buried cable, stepping stones in still water, the eyes of something waiting in a hut.
Under the hood
Dead Air runs on the TQ Engine, the same engine behind my Ghosts 'n Goblins and Metal Slug demakes, adapted for this game. The screen is 320×192 in four greys, with hardware scrolling and blitted sprites. Lightning is just a palette change: the sky turns white and the forest goes black, so the flash costs no drawing time. When the Listener wakes or the bridge breaks, the engine swaps in new background tiles. The graphics, music, sound effects and the radio voice are all new. The voice plays at 11 kHz through the CoCo’s 6-bit DAC.
Screenshots
Captured from the demo build running in MAME's CoCo 3 (512K) driver with an emulated CoCoSDC and an RGB monitor. Click any screenshot to enlarge it, then use the arrows (or your arrow keys, or swipe) to flip through the rest.
Download the demo
The free demo has chapters 1 and 2, from waking under the dead tree to “I HEAR YOU.” at the top of the relay mast. When it ends, it goes back to the start. Chapter 3, The Listening Station, is still in development.
You need a Tandy Color Computer 3 with 512K and a CoCoSDC. The demo is three files: DEADAIR.DSK (the boot disk), DEADAIR.DAT (the graphics, levels, music and sound, which stream from the SD card) and STARTUP.CFG (mounts the disk at power-on). DEADAIR.DSK and DEADAIR.DAT must come from the same download.
Option 1: Mount it at power-on
- Copy DEADAIR.DSK, DEADAIR.DAT and STARTUP.CFG to the root folder of the SD card (not a subfolder).
- Power on the CoCo 3. The SDC mounts DEADAIR.DSK in drive 0.
- Type:
RUN"AUTOEXEC
- STARTUP.CFG replaces any STARTUP.CFG already on the card (for example one that boots another game). Back it up or rename it first if you want to keep it.
Option 2: Load it from SDC Explorer (SDCX)
- Copy DEADAIR.DSK and DEADAIR.DAT to the root of the SD card. STARTUP.CFG isn't needed.
- In SDC Explorer, mount DEADAIR.DSK in drive 0.
- Exit to BASIC and type:
RUN"AUTOEXEC
If the screen turns red when it starts, it can’t find DEADAIR.DAT. Check that it is in the root of the SD card.
Controls
| Action | Keyboard | Joystick |
|---|---|---|
| Walk | Left / Right arrows | Stick |
| Run | SHIFT + arrow (or keep walking) | – |
| Jump (hold for higher) | X or Z | Button 2 |
| Crouch | Down arrow | Stick down |
| Climb up when hanging | Up arrow | Stick up |
| Grab, push and pull, pull a lever | SPACE | Button 1 |
| Radio pulse | R | Stick down + button 1 |
The pulse recharges in three seconds. It does nothing until you have found the radio. In chapter 2 it also freezes the Stalker and runs the mast’s lift.
Dead Air is an original game by Tequestafarian. Its graphics, music and sound are all its own.
