Jim Norris
Members-
Content Count
57 -
Joined
-
Last visited
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Jim Norris
-
Alternate Reality 3D remake: Parallel Realm
Jim Norris replied to SilverAR's topic in Atari 8-Bit Computers
Wow that looks awesome. What's your plan for the music and the sound effects? I think the ambiance created by the sounds was one of the things that made AR really special. -
I can post, but I can no longer edit them once posted. Never mind, it's fixed. I can edit posts again.
-
Alternate Reality Advanced Music Processor Disassembly
Jim Norris replied to Jim Norris's topic in Atari 8-Bit Computers
> I managed to get it up and running under Vista and Mysql 5.2ish. > It is available from http://www.rainbarrel.com/ardisassembly30dec2012.zip I found the version of the Diaperglu script engine that comes with the AR Disassembly Project has an issue under Vista where it cuts off the page after about 64 characters. The latest version of Diaperglu available on my website rainbarrel.com does work, but has pathing issues under IIS. I've managed to get it to work under Apache, but I had to add shebangs to all the .dglu files. (Shebang is a line that goes at the beginning of script files running under Apache that point to the script engine, so e.g. you'd have to add this on the first line: #! c:\Program Files\Apache Group\Apache2\cgi-bin\ardisassembly\diaperglu.exe and yes you need the space after #!) If anyone wants an updated version, please let me know and I'll see about releasing one. -
You're right, it wasn't 100% correct. This function is called when you trick, charm, attack, lunge, or sneak attack, not on monster death. In the case of sneak attack it is called twice. I'm not sure about trick or charm, but once you try to attack, a 'character attacked' flag is set and you can no longer gain or lose karma on that monster. Also there is a roll against your and the monster's 'karma' (might be the evilness level) and if the roll fails, the monster goes hostile. Once that happens you can also no longer gain or lose evilness. From the code above if I'm interpreting it correctly, 0x13F6 has to be 0 in order to gain or lose karma. 0x13F6 gets set to 2 if you attack, lunge, or sneak attack. It get set to 1 if the roll for the 'karma check' fails and the monster becomes hostile. I'm not sure what happens to the hostility or attack flag when you disengage, but from my experience playing the game, the monster stays hostile I think... so attempting to charm or trick after you've been fighting probably doesn't have affect your evilness level. Since the attack, lunge, and sneak attack routines call the same function as the charm and trick routines, and since I routinely charm and trick non good things in the game with no apparent negative consequences, I'm thinking it's only evil to try to charm or trick when the good music plays and the monster did not attack you first, and you did not attack the monster. Otherwise, it looks like you actually have a 1/256 chance to become less evil from attempting to trick or charm non good creatures before the first attack. Anyone want to test this? All you have to do is watch location 896E using the emulator.
-
Parallax and Isometric... Anyone ever? any game exist?
Jim Norris replied to José Pereira's topic in Atari 8-Bit Computers
Might be able to do it fast on a 130XE... depends on whether or not the hi res graphics screen can be set to the bank switch address and if the whole screen fits in that area. -
This is from the Atari 8-bit version: When you get an encounter, the games does this: check monster subtype flags for soundtrack to play 4802 lda() D0 monster subtype and flags 4804 anda 40 4806 beq 4810 do good monster song do evil monster song 4808 lda 02 480A sta() 891C current soundtrack playing shadow I think 480D jmp 4815 4815 lda() 891C current soundtrack playing shadow I think 4818 sta() BFA0 current soundtrack playing [0=hardwind 1=rain 2=badmonster 3=smithyhammer 4=arenasong 5=arenafighting 6=secretdoor 7=goodmonster 8=door] 481B jsr 8773 play selected soundtrack using index in [bfa0] From the above, if bit 6 of the monster subtype byte is clear, the 'good' music is played. After you charm or trick a monster, the game does this: calculate alignment change using monster alignment and hostility level F89 lda() D0 monster subtype and flags F8B anda 40 calculate alignment change [it actually can go both ways] F8D ora() 13F6 monster hostility [0=none 1=fail karma or level check or monster attack character 2=character attack 3=monster hit for >= half remaining hit points] F90 beq FA4 add 2 or 3 to evilness depending on monster alignment F92 eora 40 F94 bne FA3 F96 lda() D20A [write] reset serial status flags (read) random number F99 bne FA3 F9B lda() 896E evilness F9E beq FA3 FA0 dec() 896E evilness FA3 rts So, the only way to become more evil is if the game played the good music and the monster was not hostile when you killed it. Also from this, if the monster did NOT play the good music and was not hostile when you killed it, you have a 1/256 chance of becoming less evil.
-
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
After the healer removed the delusion, my character was level 4 with 24 in strength. So the delusion was showing +4. The delusion gains did not stick. Looking at the pictures I see I gained strength on every level up except 1, and got 2 strength gains from guilds. This brings me to 20 + 2 + 8 = 30. I got 1 strength gain from fighting or a potion during level 6, 2 on level 7, and the rest on level 8. So I got 6 strength gains on level 8. Let's see... some math... 6 * 256 = 1536 hits. This means it took around 1536 hits to score around 40,000 experience points. This means I got around 25? xp for every swing of the sword that landed. And a few of those gains were off of trolls where I was only hitting for 2 damage.... I think you get xp for each point of damage you do, plus xp for killing the monster, and sometimes for treasure. -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
With those stats, 45 hit points, enough food and water, and it's only noon, you should be just fine. You only need to find 15 coppers by nightfall. Those are really really nice stats for level 4. -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
I think just 3 trolls and one strength potion. On each troll I only got 1 level. The rest of the gains were from fighting and leveling. Every 256 hits is a strength up.. On the videos... 4 gigs is the size of a 64 bit integer which might have something to do with the problem you are having when the video gets to that size. What about just taking a frame every minute or so? -
I read up a little on British copyright law and it seems that by default, the right to make copies and derivative works belongs to the creator unless there is a written contract to the contrary. It didn't specifically mention video games as falling under this law, but if they are included, then the burden is on them to produce the written documentation saying you gave up your rights as the author. I don't think they can. And they can't try to say you aren't the creator since your name is all over everything as the creator and copyright holder, including the copyright notice embedded in the city map. Ohh, and on a side note, I noticed that the year a city character starts is not 0... It is in fact something in the 1900s. Did you use a special date for the character's start date?
-
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
And level 9... -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
I finally got the disassembly project working properly on my laptop. For those of you who downloaded the version on my website... well let's just say there are some issues with the version of diaperglu included with it and Windows. You were right about stamina affecting how many hit points you get each level. Here is the level up code: add level mod 32 to ability to surprise or notice 4DB1 lda() 8AAD 4DB4 anda 1F 4DB6 clc 4DB7 adca() 8914 ability to surprise or notice 4DBA bcc 4DBE 4DBC lda FF 4DBE sta() 8914 ability to surprise or notice increment level 4DC1 inc() 8AAD 4DC4 bne 4DD3 add rnd[0 to current base stamina] to hit points and max hit points 4DC6 inc() 8AAC 4DC9 bne 4DD3 add rnd[0 to current base stamina] to hit points and max hit points 4DCB inc() 8AAB 4DCE bne 4DD3 add rnd[0 to current base stamina] to hit points and max hit points 4DD0 inc() 8AAA current level add rnd[0 to current base stamina] to hit points and max hit points 4DD3 lda() 8953 stamina2 4DD6 sta() B0 roll max 4DD8 lda 00 4DDA sta() AF roll offset 4DDC jsr 41A6 roll -- [ae] <= [af] + rnd[0 to [b0]] 4DDF jsr 4E55 add reg a to maximum hit points and hit points set stat roll offset to 127 [minimum fractional stat increase will be this] 4DE2 lda 7F 4DE4 sta() AF roll offset roll for strength increase [max variable increase is half of [255 - strength3 ]] 4DE6 lda FF 4DE8 sec 4DE9 sbca() 8930 strength3 4DEC lsra 4DED sta() B0 roll max 4DEF jsr 41A6 roll -- [ae] <= [af] + rnd[0 to [b0]] 4DF2 jsr 4CF5 increase fractional strength by amount in reg a It's interesting how Phil worried about his variables rolling over back to 0. Most programmers back then didn't bother with that level of detail. What this says is: Your level is added to your ability to surprise up to level 32... then the bonus wraps back to 0 and goes up again. rnd(0 to base stamina) is added to your hit points and max hit points rnd(0 to (0.5 * (255 - stat3))) + 127 is added to the fractional part of each stat. I think stat3 is the visible stat but I'm not sure, could be effective stat too... visible stat is inflated if you are deluded. The fractional part of each stat goes from 0 to 255. When you go over 255 with the fractional part of a stat, your real stat goes up 1. So the range of increase on the fractional stat is somewhere between 127 and something less than 255. The higher your stat3 is, the lower the something less. -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
Strength also helps with your defense against non magical attacks... a lot. After the skill based check to see if you parry the monster's attack, the game does a strength based check based on the difference between the character's and monster's strength. If the monster's strength is higher, the highest power of two of the difference is added to the monster's attack roll... and sometimes the monster's attack roll is doubled. Your chance to get away is speed based I think, not skill based. Stamina is checked during the once an hour calculations and I'm not 100% sure but I think it's used for a lot of things including the check to see if you get more hungry, thirsty, and tired. You have a chance each hour to get more hungry, thirsty, and tired. The game doesn't show you the exact level of these things, only when they reach certain threshholds does it display the 'hungry', 'thirsty', and 'weary' messages. I'm also pretty sure the game uses your fatigue level during the attack and defense calculations. I'll have to look at the code again to be sure. If true, this makes going to bed and sleeping during the nighttime hours one of the most important things you can do. Lately I've adjusted my strategy to going to bed as soon as nighttime falls and sleeping 10 hours to avoid the night altogether. Yes I went to slept at the optimum times each night when the treasure finding lasted three days. I'm not sure if that had any effect on it. It might be that I just got lucky during the once an hour calculations when it rolls to see if the treasure finding level drops. (It is a byte value). I think your stamina is used in this calculation also but I"m not sure. I think higher stamina makes good potions last longer. I haven't restarted this character, it's just he's not as high as the other character I already entered. Oh one last thing... if you want more encounters, drink some booze :-) When you are not on booze, the game checks for an encounter once every 4 seconds. When you are on booze it checks every second. -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
If I remember the disassembly... there's an alchohol level which is just a byte, and it has a chance to go down each hour during the beginning of the hour calculations. I think the chance to go down is better with higher stamina. -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
Nooooo! And a nice roll on the stats too... except for the stamina. Are you going to try again? -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
Could be charisma based. I haven't disassembled the tavern code yet. Maybe Phil remembers. Once you see the 'You have one yourself some friends, Adventurer' message, you are friended. Although one time I got friended without that message. Only if you are hungry at the time of purchase... So you have to go into the tavern, have a beginning of hour happen where it does the calculation, lose the roll and go up in hunger, and achieve the level of 'hungry', and then talk to the waitress. I also found out you can get water flasks too, but I think it works off the waitress also. Talking to the barkeep doesn't seem to do it. P. S. It appears there is a time limit on the free food or something. Got 3 free foods and one water flask out of the Tavern but it appears to have ended. Not in the Atari 8 bit version. It's completely random. Actually they randomize a number between 0 and 255 and add it to your fractional stat value. I forget but I think it actually uses the whole range from 0 to 255. P.S. It's probably 128 to 255... so you get at least half a stat point each level. Those are so nice, unless you get poisoned from the imps tail of course. Me too. In the Atari 8 bit version there are only 3 encounter tables. One for day, one for night, and one for raining. First, on a timer, it rolls for your chance of having an encounter which is based on which hour it is... and each month has a separate table for this hour probability... which is affected by your characters natural chance of having encounters... a secret stat rolled at startup. This secret stat may also be 'noticeability' but I'm not sure. I'd have to look at the disassembly again. Once the game determines you are having an encounter it determines which of the 3 tables to use and then rolls for your particular encounter. I think the game does take your location into account in that each square you can stand on has a value of 0-3. This divides the game up into 4 encounter zones. I forget exactly how it uses this value. The main roads are pretty much one zone I think... Been awhile since I looked at it. I disassembled all this and wrote it up for someone making a remake of AR. Acrin1's remake I think, so he could use the actual encounter data and calculations. You can examine the armor multiple times for curse or magic. The chance to detect cursed or magic is based on your wisdom. The game doesn't remember what you figured out I think... so you can keep trying. If you see 'magic' it still might be cursed. If you see cursed then it's definitely cursed. I usually try like 20 times, but lately it hasn't been working out for me and those two characters I posted both got cursed items. That would be one very long video. -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
I made some more characters and leveled this one up to show that if you play a certain way, the odds of survival are much better. First, go for 20 or 21 strength on the roll and pray for either decent stamina or decent dex, and enough copper to buy a dagger. Pray for good speed too. Good wisdom I think helps with finding treasure but this is just a hunch. Wisdom helps with identifying potions and magical armor for sure, but isn't necessary. Good charisma will let you attempt to charm warriors and wraiths when you have some extra hit points and no valuables to lose for faster leveling, but isn't necessary. The only thing this character has going for it is strength and dexterity. (Speed too but I didn't know that yet.) Hit points were a bit on the low side, so after checking to see if there were daggers available at the smithy, I went to the dexterity guild near the square, then the physicians guild for the extra 3 hit points. A dagger at the smithy on the square pretty much means there will be one for sale at Occums. If the smithy on the square does not have a dagger, there is still a small chance that Occums will have one. I think Occums has one more item on the list that the square smithy, or one item of difference. Until I get the dagger I only fight muggers, gremlins, and goblins. If I have a lot of hit points I might fight orcs, skeletons, gnolls, and fighters. If I find a potion I use it right away mainly for the experience. My technique is sip until it says something definitive. If it says 'caution is advised' then I quaff. Otherwise I throw it away. After day one the encounters get harder. In particular it seems some muggers have armor and a lot more hitpoints. If I don't have a dagger and it says 'stopped by armor' fighting a mugger, I break off the fight. After getting the dagger, I add swordsmen and cutthroats to the list. If I have a lot of hit points I might try to take on thieves and imps. If I have charisma, have hit points, gold in the bank, and it's early enough to go get more gold, I'll try to charm warriors and wraiths. If I have a LOT of hit points, and it's early, I'll try to take on gladiators. If I'm in a position where I have extra cash in the bank, or I don't want to chance losing my food because I'm not friended at the tavern yet, I'll fight rats. This character was not getting very many encounters which worried me. A low encounter rate coupled with the poor stamina could mean he would starve to death or die of fatigue. It helped in getting the dagger though. After this I headed to the stamina guild then over to the warrior's retreat and waited for evening to come. I leveled to 1 on the treasure from a rat. I did get bit so I knew I'd have to hit the healers in a day or so. The next day I hit the speed guild and the star wizards guild. Got level 2 during this run. I forget what did it. I leveled to 3 off a jewel while waiting outside of the tavern, but Grahams was already closed for the day. Unfortunately I got a little greedy and decided to wait outside until 7pm instead of waiting it out in the inn. One of the higher end fighting types relieved me of my jewel and my sleeping money. This was the dangerous part of the game where I nearly died. I think managed to get to sleep that night at around 11pm, but next day I was out of money and very hungry. I leveled to four, but hunger and fatigue was beginning to take it's toll. I dropped all the way down to 5 hit points. (I think the game takes your hunger and thirst levels into account during fights. It DOES take your tiredness level into account. You fight best right after waking up, which is why it's VERY important to sleep each night at least during the midnight to 3am time period. I usually try to sleep from 8pm to 6am.) Then I found a cure wounds potion which gave me a little more room. Then something finally dropped some cash and I was saved. (Got a gem from somewhere too but it ended up being worthless.) Got to level 5 by finding two silvers on a mugger. Then this happened... and it lasted 3 days! Which gave me enough cash to visit the healers to preemptively remove any problems those dirty rat teeth leave behind. And enough copper to remove the cursed dagger which I found during this spree. At the end of this run I was level 6 with 1600 coppers in the bank. I have this theory that the banks roll the values of gems and jewels each day and there is a table where the value is based on how many you have on you... So maybe if you appraise and it is worthless, all you have to do is wait until the next day to get another opinion... Either that or it remembers the last appraisal and it sticks until you sell it. I'm guessing this post will be moved or deleted since it's not an official contest entry. Is there a thread for showing non contest characters somewhere? -
If you ever get really bored and have a free weekend, there's a game programming challenge called Ludum Dare. People spend a weekend trying to build a game from scratch using only publicly available tools. I think it happens in January. It would be interesting to see how your years of experience, and creative instincts stack up against the kids who are trained in the latest tools and techniques.
-
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
I thought it was only 2, but on this last character I just made, it took 3. On the first attempt it said, 'a few take you up on your offer' or something like that. I think forever, but I'm not sure. It takes away all hunger and gives you a free food packet, which is very very nice. (P.S. Just discovered it doesn't give you an extra food packet, it sets your food packets to 1. Found this out the hard way when I became hungry while inside The Tavern with around 10 food packets. So if you are friends with the house, wait until you really need to buy more food packets before talking to the waitress.) At The Tavern, it's only 64 coppers for a round on the house. So for only 128 coppers, you never have to worry about food again. And since water is free there already, water too. After you do this, all you have worry about is getting enough gold for a night in the inn, which for me is around 15 coppers. I tried a new character too, well 3 actually. This one is the third: Not the best stats or hit points, but the 20 strength allowed me to get a copper off a mugger at the floating gate, and get some easy experience. Time to guild run. I chose to go to the Physician's guild early to get a few hit points. Rain brings out two gremlins for easy xp and valuable potions! Sipping the potions on the 2nd gremlin leveled me to level 2. The first was a heal all wounds which was very nice, Unfortunately, the second potion was delusion, and it only took one sip... At least I knew about how many hit points I had to work with. Occums had a nice dagger for me at a reasonable price. Except for the delusion, things were looking good. I visited a few more guilds, encountered more muggers and swordsmen for more xp, and leveled to 3 on 3 silver I found on a mugger. Although I felt bad for whomever the mugger just robbed. I visited a few more guilds and found the elusive Star Wizard's guild on the second try of the maze :-). I'm pretty sure I needed those 5 hit points, although I was doing pretty good against the muggers and wasn't really getting hit. Unfortunately I ran out of gold and ended up famished in front of the Tavern when I ran into a thief. Desperate for cash, I gambled and actually tried to fight instead of run and found this: I ran immediately over to Graham's Gold Exchange but they were already closed. The jewel leveled me to 4 I think but I forgot to screen save immediately, but here it is at the bank: So I headed back to the Tavern and stood in front hoping some kind person would send a few coppers my way. I thought for sure this was it. I was getting encounters, but no one seemed to have any cash, when I encountered a swordsman who thought all beggars should die. He had this on him: Helpful... but not what I needed. I managed to find enough coppers for a bowl of chili which bought me a little more time. And a bargain at only 8 coppers. (Thanks Phil for the tip you gave one of my friends during a customer service call all those years ago that chili was the best thing to eat if you couldn't find something that gave food packets.) I was still famished though. A swordsman dropped a few more coppers which gave me enough for even more chili. This dropped me down to only being hungry. It was starting to get late though. If I didn't get to bed soon, I'd miss that all valuable overnight sleeping window between 9pm and 3am. Saved! Assuming something doesn't rob me on the way to the inn. I gambled I wouldn't die of hunger during the night. I slept well, and ran immediately to Graham's Gold exchange with the jewel safely tucked away where no one could see it. While waiting for Graham's to open, this happened: Luckily, they didn't get my jewel and it was worth 30 gold!!! I kept around 800 copper for me, and put the rest in the bank. My plan was to buy rounds on the house and go get cured of the delusion. I visited the healer the day before and found out it cost around 400 copper to remove delusions. Soon after I left the bank, a gladiator noticed my bulging coin purse and relieved me of it. ALL of it. So I went back to Graham's and this time only took around 200 copper. Went to the tavern and bought some rounds on the house. It normally only takes two, but it didn't work this time, so I went back to Graham's, got some more gold and finally assured I would never be hungry again. Then it was time to cure the delusion. I probably carried more gold than I should have, but it didn't get stolen, and I think the healer cut me a deal. I had plenty left over to have the healer cure my wounds too. I was a bit alarmed at the low number of hit points. It looked like this character would be sticking to the low level stuff. A potion on a gremlin leveled me to 5. I headed to the SE corner of the city to get the strength guild. I avoided the assassins guild because I fear going there will make everyone avoid me. I'm always very nervous when I head to the SE corner... and with good reason.... Two dragons??? Or maybe the same one twice... Anyways, I managed to get away with only 2hp worth of damage from tripping over a tail while running away. Cold and shivering wet, I managed to sneak safely back to the normal side of town where a kind troll took pity on me and gave me the skin off his back. Things were starting to look really good. During a fight with a thief, I poked him in the eye for two damage and leveled to 6. For some mysterious reason I only got two hit points during this leveling!!! Then a wraith tried to scare the Acrinimiril out of me. I deftly backed away from his pummeling blows and with a sweet smile, charmed him into climbing into an empty potion bottle. Quaffing his essence rendered me impervious to all blades. At this point I would say this character has made it. Even though he only has 49 hit points at level 6, with over 800g in the bank, a magic sword, studded leather armor, and invulnerability sharp; only a serious mistake would cost him his life. He is a good character and if he sticks to daytime fighting for the most part and avoids trying to charm or lunge, the invulnerability sharp should protect him for the near future. Here's what happened on the way to level 7: Now he's fighting with a magic sword, a small shield, and studded leather armor. The renewed invulnerability sharp helps a lot and should help him survive the loss of the 3000 coppers it took to remove the cursed battle hammer. I think he has around 300 coppers left in the bank. I've found that you can examine for curses and magic multiple times and only need to get lucky once. However, this strategy didn't work this time. And the journey to level 8: I never had a character with elfin chain before. I think it comes with built in invulnerability sharp. I can't tell yet because the invulnerability sharp from the potion is still going. I think this guy is pretty much set for life now as long as I don't try something stupid like staying up all night, quaffing a potion of deadly poison, or trying to fight a dragon. I'm also getting a lot more treasure. Might have something to do with my wisdom reaching 18 but I'm not sure. -
Alternate Reality: The City Competition
Jim Norris replied to Xebec's Demise's topic in 8-bit High Score Club
After about 10 tries, I finally got a character going. Here are some of the ones that didn't make it: Killed by a master thief who didn't like BamBam's name. Thumper managed to annoy the smith. And died shortly thereafter. Another lost cause. Rest in peace Smackies. I knew this Surviver was in trouble coming out of the gate. But he had enough to gumption to make it to Occums and purchase a dagger. Amazing what oversized vermin will try to eat. Indigestion made the rat an easy target. It wasn't long after meeting the giant rat that it was over. Chicken Feed had enough to buy a stilleto from Best's. I thought for sure he would be the one... But he wasn't. Ooops died outside of the Thieves guild on his very first encounter. A knight showed up, and without giving poor Ooops a chance to do anything, ended it with one mighty swing of a greatsword. Then I rolled I wanna live. The smithies didn't have affordable weapons on day one, so he just beat up muggers with his bare hands to make it through day one. Luckily anything harder that showed up, either immediately left (including one knight), or let him leave without incident. On day two he was able to purchase a fine dagger. I wanna live even managed to find the mysterious Star Wizard's guild! The hit point roll for level 1 was a lot... like 17. Only 3 hit points from leveling to 2 though. Another fine hit point roll for level 3! And luckily the small green dragon he encountered outside the Warrior's Retreat was not hungry. And another good roll for level 4!!! Things were looking really good. Somewhere around this point he only had around 2 copper, but had already bought 2 rounds on the house at the Tavern... so food and water would not be a problem. He just needed sleeping money. But he managed to find a gold piece and 4 silver on yet another mugger who must have just robbed someone on the Royal Walkway. A few steps later he managed to charm a warrior out of a battle hammer and a magical war net. At this point I accidently saved the game. Time to take that extra gold piece and put it in Grahams for a rainy day. Yay, gold saved. This character now has a safety net for an unrainy day. Unfortunately the joystick was not set up in the emulator yet... and in the process of trying to get it to work so he could leave the bank, I accidently reset all the preferences which, I think, reenabled basic. The game was lost and this technically counts as a death. So this is as far as he got. And this is also the reason why I wrote Resurex. The very first time I played this game at a friend's house, the character managed to get lucky and get chainmail and a weapon early on, but there was a power issue or disk i/o problem and the character was lost. I also lost other characters to thunderstorms, an evil sister who liked to turn off the power in my room, and disk write errors. I was pretty sure they were still on the save disk. So I wrote Resurex in an attempt to get them back. It was too late for that chainmail guy, but not too late for the others. You know what's weird is, when this contest first came out, a random person I was talking to on the street told me about it and suggested I do it. It was very strange. I didn't do the contest because I didn't think anyone would believe I didn't cheat. I have a lot of characters whom have never died. I usually don't get this unlucky. -
http://www.atarihq.com/5200/5200faq/02_06.html Hmm I read it wrong. The article doesn't specifically say which game was used.
-
I also went online and found a post from the programmer who was working on the real Cloak and Dagger 5200 game. Apparently they put a sticker (stickers?) on Donkey Kong cartridges.
-
Wow he wasn't even listing it as a movie prop, and instead was trying to pass it off as a real game.
-
It could be a prop from the movie. When people make movies they grab whatever is lying around, like their kid's 5200 cartridge, slap a sticker on it. Then after the shoot it gets lost, or returned to the original owner, or put in a warehouse somewhere. Too bad it isn't autographed or something. And how would you prove it was a prop? You might be able to tell something from the sticker... There's tests to see how old it is I think.. and what it was printed on. Back then you couldn't print color stickers without some kind of professional equipment, soo... I wonder how many of these movie props were made?
