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jcompton

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  1. Sorry you didn't see anything to your liking, Dan. I'll just third the motion that you came during the lunch break, as I don't remember seeing you. By the humble standards of a midwest C64 show in the 21st century, the turnout was pretty solid, I felt. Your points about signage are valid--I tend to mistakenly assume that everybody who's coming has already been before, and is pretty much planning to be in it for the long haul. The fact that I don't charge people to come out and have a good time with their C64s doesn't seem to be terribly relevant... I think everybody got my money's worth of fun, yes, thanks for your warm wishes.
  2. Yeah, that makes sense, make a backup of the current playdisks at the same time you make a snapshot. Thanks. Not that I expect an author to anticipate emulation and snapshotting and so forth, but I do sometimes get the impression that Price, talented though he was, seemed to obsess over certain details in a distinctly anti-player-enjoyment way (general pain involved in the saved game process, potions destroying themselves if you literally do so much as look at them wrong, etc.) A bit of the Mean DM in him, perhaps. This is the first time I've seriously played the A800 version of AR: City, and I am indeed struck in the places it is in fact better than my originally beloved C64 implementation. It's actually the first time I realized that thing in the south is a waterfall, as the map indicates... from the C64 animation, I'd always thought it was some sort of alien antenna tower (which worked with the game's setting, of course...) It's also interesting noting the places certain glitches aren't replicated, such as the fact that the A8 version doesn't have the weird color change in the enclosed area near Betelgeuse Sales. It's also explicit about treasure finding effects. (Although the C64 rain is quite a bit better. The blue jaggy soup on the screen is something, but it is not clearly rain...) It also inspired me to fire up the Amiga version for the first time in a while, and I was almost immediately put off by the lack of ambient sounds, the lack of the distinct surprise/disengaged/engaged modes, and even the lack of the waterfall... as though animating was tricky on the Amiga. Difficult to understand that one. OTOH, I do have a soft spot for the 16-bit versions owing to the "job" system. Hoping you get lucky enough to get a treasure finding potion so that you can make more than 2 coppers per day in the 8-bit versions is pretty tedious.
  3. ...or maybe not, as I have been scrupulously avoiding snapshotting inside buildings and I'm still getting this problem now. Short of enduring the "real" saved game inconveniences, is there any way to play this game in multiple sessions using an emulator?
  4. Disk images. I think I've located the problem, though, which is taking snapshots inside buildings which it says not to do because of disk caching.
  5. No, it's not the GET OUT YOU WORM problem, nor is it the place being closed, I've checked those possibilities (because, yes, it would say so.) And again, it's not the joystick being stuck pointing down or anything, I'd notice that as well.
  6. Has anybody encountered a problem with the A800 version where you cannot enter (or more properly, cannot STAY INSIDE) buildings such as taverns and shops? After enjoying the 64 and Amiga versions for years, I've decided to listen to all the people who say that the Atari versions can't be topped, but this problem is really getting to me. It says "Entering", loads for a bit, then immediately zaps to "Leaving". But it is not a stuck key/joystick, as only certain types of buildings are affected at any given time. Leveling up fixed it the time I could enter taverns but not inns. Now I can enter inns, but not taverns or shops. Any thoughts? Am playing through A800WinPlus.
  7. Anybody do a photo gallery yet? I forgot my camera.
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