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Meebzork


Tempest

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Over the weekend I decided to fire up my Meebzork prototype. I haven't played around with this game since I wrote my review several years ago: http://www.atariprotos.com/5200/software/meebzork/meebzork.htm.

 

Back then there really weren't a lot of people programming for the 5200, so my plea for someone to look into the code of this game and see if there's anything more hiding in there fell on deaf ears. However now that the 5200 programming community seems a bit more active, I thought I'd ask again. Specifically I want to know:

 

1. Is it possible to actually beat the 5th level (the one with the could and blocks)

2. Is there anything past the 6th level? Does the ending exist? I made to the last pillar once and nothing happened but I might have been missing something since I was using the level select.

3. Is there anything else hiding in the code? I only stumbled on the stair 'level select' screen a few years back so at this point I'm wondering what else I may have missed.

 

 

Anyone want to poke around in the code for me? Meebzork is one of my favorite 5200 games even though it's not a complete game. I'd really love to know if there are any more secrets hiding in it.

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Doesn't it support the Trak-Ball? Or am I mistakenly thinking of Xari Arena? I really need that SD Cart adapter.

 

Another game that needs finishing… Black Belt. Doesn't it just need collision detection done and it's completed? Same with Missing in Action over in 7800 land.

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You're thinking Xari and no that one doesn't either (although it would make a super nice addition).

 

Black Belt may need more than collision detection, but it needs that for sure. It's hard to tell without digging into the code.

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