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Wednesday, June 29, 2011
Huh?
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BieberVille?
Atari Emulator -> Electrician
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2/13/15 - Guess I didn't talk about this one a whole lot. I just wanted to say that, while I personally didn't hack Electrician and distribute it on the grey market, I did manage to write a program to look at the file I did get, and there was a short message buried deep within the mix of STAs and LDAs that said something like "IF YOU'VE HACKED THIS GAME, PLEASE SEND A DONATION TO DAVID BUNCH" with an address somewhere in California. Alas, I wasn't enough of a computer geek to actually do it. Very few of these guys became Sid Meier, unfortunately, but who knows? Maybe he's doing well!
Also, one of the things you might not know about this game (and probably don't care, more likely) is about the alligators in the sewers. All you have to do is avoid their mouths. Pretty easy to do. Much easier than jumping over the scorpions in Pitfall 1. By far. And every time you walk over an alligator, it will stop... then start up again after about three seconds. Now, if you do this enough times... they get hella fast! One of the reasons I love this game. Maybe I'll try that with my emulator version now. I got some down time! Can't bring myself to study for my big accounting test on Wednesday, apparently.
9:21pm - ...okay, it takes about 80 times. SO worth it, though.
Tuesday, June 28, 2011
More Doom 95
You know, there comes a time in every blogger's life when they can't help but type... no, I'm not going to do it. I've wasted enough time already. Besides, doesn't that happen after the first couple weeks? I've been blogging off and on for FIVE f... wonderful years! I should be used to the lack of attention by now. Anyway, another wasted night. Seems like I can't get any homework done. I did some reading! And then it was all Tetris Battle, FarmVille, and a little Doom II. I never thought I'd say this, but... I think I'm tired of Doom II! At least, my hands are. Stretching to reach the 'Ctrl' button. My eyes aren't vacillating quickly back and forth yet, but it's probably not far off. I've definitely got some kind of a headache in my eye. I got as far as the 'Tenements' level. They don't have all the baddies in the Windows 95 version of Doom II. I was waiting for that yellow sprinter thingie that can bring other creatures back to life at the beginning of the 'Suburbs' level... but no such luck. It wasn't there. Just like the big spider or the big missile-shooting daemon wasn't in the 'Refueling Base' level. Oh, I'm just trying to get the search engine's attention, aren't I? I still can't believe I missed so many of the hidden things. I remembered the important one, though: the one that takes you to Wolfenstein and Grosse. Good times. Gotta run!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thursday, June 23, 2011
Sequel Fever
Saturday, June 18, 2011
Atari Emulator ---> Castle Wolfenstein
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Atari Emulator ---> Ghost Encounters
I didn't save a picture of it. Shame on me. Well, I was mildly freaking out last night. When it says 800 OS-B, it MEANS 800-OS B! All t's dotted, all i's crossed... all hyphens in the right place. Ah, another blast from the past. I dare say the action in Ghost Encounters is more ferocious than the so-called "Action Quest"! At least... no, not just that one! There's one where you have to keep shooting at walls, making them bounce away from you. I always like to overstudy stuff, but there's things here worthy of overstudy, especially for the sit-com writer. You gotta exploit every last un-thought of opportunity these days on TV! So even though the "Ghost Encounters / Action Quest" duet is an ol' dorky thing in Graphics 7, it's still mentally stimulating enough to go back to... at least for me. I've probably got a simple mind.
(9/21/14) - Let the overanalysis begin!
Level 1 - ...clearly, takes the longest time to draw. Damn locks.
Tight Squeeze - Your first shapeshifting challenge to get through the special ghost-proof walls. On the Atari emulator, for me anyway, it's the '=' key for vertical, and the '*' key on the 10-Key pad for horizontical. Piece o'cake. If I were a pianist, I could reach both of those keys with one hand a little better.
Jumpies - Good name! All these rooms have a certain simplicity to them, and this one certainly is, save for the behaviour of the two baddies involved. One comes after you, one makes sure you have to get through it to get to the prize.
Pirates Treasure - Alas, you have to turn yourself into a shovel to get to the door... but isn't it so worth it?
Pirates Treasure -> Blocked. Once you dig your way to the door (being careful not to erase said door in the process) it's time for a little randomness to make things more exciting. All you have to do is get to the right side of the room without getting stopped by one of the randomly appearing walls, then get back over to the left side of the room again, avoiding the same problem. Boy! I never realized being a ghost was so damn hard!!!
Bombs Away - Can you make it through the room without getting hit by falling minus signs of two different thicknesses? Well, CAN you?
Level 2 - easier to draw
Wrong Way - ...wait, it just came back to me. Fortunately, the bad guys don't come at you as ferociously as this one does... save for the walls in "The Other Way", of course. This seems to be the only level where the side of the door you pick matters. Use the name of the room to figure it out...
Determined Advance - Every game programmer for Atari had to cope with the fact that player/missiles were stripes of eight pixels wide, and 256 pixels tall. What better way to go through that phase than with a game? Laser Gates sorta did it as well. Alas, our gunslinging ghost caught between worlds can't do as much damage as the ship in Laser Gates. Also, some of these rooms have doors that lead to the other four rooms. Makes it easier; the programmers decided to go with that to make the gameplay a little less tedious.
Not Much Here - Oh, but isn't there? A bad guy that looks like a turnip; plus, you gotta figure out which tool to use. I'll give you a hint: 'T' for torch.
Not Much Here -> A Gift... no, you gotta figure this one out for yourself. It's just that good.
An Opening - More 'Blocked'-style randomness, but with bad guys! Reminds me of William Mataga's Shamus.
Level 3
It Won't Always Pop - ...that's what she said! Drumroll... seriously, though, I think they're referring to the randomness of the prize's position. It won't always be where you'd like it to be to shoot at it, and it won't always be readily available to be grabbed, especially if you shoot down at it, der. I guess that's part of the fun or something.
Caged In - A lesson in mutualism or symbiosis. But really, aren't all relationships this way? He needs to be released from behind a wall, she needs a big strong Pac-Man to chew through a box so that the gift is exposed. But who can say what the gender roles are anymore in this crazy world on the verge of losing most of its great beachfront property?
Beat This One - A lesson in passwords, or maybe it's a metaphor for safecracking. It's kind of a pain in the ass either way, as the unlocking mechanism clearly doesn't provide enough clues. Oh, and you have to turn yourself into another tool. I'll give you a hint: it's not the torch.
Beat This One -> Congratulations. Meh.
Always One Left - This one fiddles with the bad guy dynamics. Normally, you shoot the bad guy, and the bad guy freezes, changes to a slightly darker shade of its original color, then vanishes after about a second or so. Welp, the third part is on hold here, spoiler alert, and it just couldn't come at a worse time.
Level 4
Take a Dive - Similar to Caged In, except it's a one-shot type of deal.
Back to Basics - Indeed. But it's a lot like Wrong Way in certain parts, as the game player gets to exploit the bad guy's weakness for following your movements too closely.
Play the Odds - Ghost Encounters's tribute to Pachinko, or Plinko on The Price is Right.
Well Guarded - Man, it took me forever to figure this one out.
Well Guarded -> Blockers - The only instance of one room depending on what goes on in another room. I'll leave it at that.
Level 5
The Right Order - More literal than Beat This One, anyhow.
The Right Order -> Smash - Ah, Frogger. How Seinfeld re-immortalized you
The Beam - Time to use the magnet! Diabolical
The Other Way - For the lazy like me, this one might kill you right away. But eventually you'll learn how to shoot left and right at the proper moments.
Obstacles - And finally... the game's last secret. This requires a good understanding of ghost physics as decreed by the rules in Ghost Encounters. Dare I spoil it for you? Okay, one hint: it has to do with the purple doors...........
(9/21/14) - Let the overanalysis begin!
Level 1 - ...clearly, takes the longest time to draw. Damn locks.
Tight Squeeze - Your first shapeshifting challenge to get through the special ghost-proof walls. On the Atari emulator, for me anyway, it's the '=' key for vertical, and the '*' key on the 10-Key pad for horizontical. Piece o'cake. If I were a pianist, I could reach both of those keys with one hand a little better.
Jumpies - Good name! All these rooms have a certain simplicity to them, and this one certainly is, save for the behaviour of the two baddies involved. One comes after you, one makes sure you have to get through it to get to the prize.
Pirates Treasure - Alas, you have to turn yourself into a shovel to get to the door... but isn't it so worth it?
Pirates Treasure -> Blocked. Once you dig your way to the door (being careful not to erase said door in the process) it's time for a little randomness to make things more exciting. All you have to do is get to the right side of the room without getting stopped by one of the randomly appearing walls, then get back over to the left side of the room again, avoiding the same problem. Boy! I never realized being a ghost was so damn hard!!!
Bombs Away - Can you make it through the room without getting hit by falling minus signs of two different thicknesses? Well, CAN you?
Level 2 - easier to draw
Wrong Way - ...wait, it just came back to me. Fortunately, the bad guys don't come at you as ferociously as this one does... save for the walls in "The Other Way", of course. This seems to be the only level where the side of the door you pick matters. Use the name of the room to figure it out...
Determined Advance - Every game programmer for Atari had to cope with the fact that player/missiles were stripes of eight pixels wide, and 256 pixels tall. What better way to go through that phase than with a game? Laser Gates sorta did it as well. Alas, our gunslinging ghost caught between worlds can't do as much damage as the ship in Laser Gates. Also, some of these rooms have doors that lead to the other four rooms. Makes it easier; the programmers decided to go with that to make the gameplay a little less tedious.
Not Much Here - Oh, but isn't there? A bad guy that looks like a turnip; plus, you gotta figure out which tool to use. I'll give you a hint: 'T' for torch.
Not Much Here -> A Gift... no, you gotta figure this one out for yourself. It's just that good.
An Opening - More 'Blocked'-style randomness, but with bad guys! Reminds me of William Mataga's Shamus.
Level 3
It Won't Always Pop - ...that's what she said! Drumroll... seriously, though, I think they're referring to the randomness of the prize's position. It won't always be where you'd like it to be to shoot at it, and it won't always be readily available to be grabbed, especially if you shoot down at it, der. I guess that's part of the fun or something.
Caged In - A lesson in mutualism or symbiosis. But really, aren't all relationships this way? He needs to be released from behind a wall, she needs a big strong Pac-Man to chew through a box so that the gift is exposed. But who can say what the gender roles are anymore in this crazy world on the verge of losing most of its great beachfront property?
Beat This One - A lesson in passwords, or maybe it's a metaphor for safecracking. It's kind of a pain in the ass either way, as the unlocking mechanism clearly doesn't provide enough clues. Oh, and you have to turn yourself into another tool. I'll give you a hint: it's not the torch.
Beat This One -> Congratulations. Meh.
Always One Left - This one fiddles with the bad guy dynamics. Normally, you shoot the bad guy, and the bad guy freezes, changes to a slightly darker shade of its original color, then vanishes after about a second or so. Welp, the third part is on hold here, spoiler alert, and it just couldn't come at a worse time.
Level 4
Take a Dive - Similar to Caged In, except it's a one-shot type of deal.
Back to Basics - Indeed. But it's a lot like Wrong Way in certain parts, as the game player gets to exploit the bad guy's weakness for following your movements too closely.
Play the Odds - Ghost Encounters's tribute to Pachinko, or Plinko on The Price is Right.
Well Guarded - Man, it took me forever to figure this one out.
Well Guarded -> Blockers - The only instance of one room depending on what goes on in another room. I'll leave it at that.
Level 5
The Right Order - More literal than Beat This One, anyhow.
The Right Order -> Smash - Ah, Frogger. How Seinfeld re-immortalized you
The Beam - Time to use the magnet! Diabolical
The Other Way - For the lazy like me, this one might kill you right away. But eventually you'll learn how to shoot left and right at the proper moments.
Obstacles - And finally... the game's last secret. This requires a good understanding of ghost physics as decreed by the rules in Ghost Encounters. Dare I spoil it for you? Okay, one hint: it has to do with the purple doors...........
Atari Emulator ---> Robbo
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11/30/'20 - Better let this go the way it was. It was a different era, but Robbo still exists. I can't believe I got up to the magnets; more late night gaming, I'm afraid. The one I'm currently playing is on Mushca Disk 136. And as with Boulder Dash, there's all manner and kind of cheap knock-offs, or hackers who made their own levels... there's this thing, but evidently it's not a level editor. Not quite the action of Boulder Dash, but it does step on the toes of Sokoban a little bit... or more than a little bit. Some of Robbo's enemies move like the enemies of Boulder Dash! You can't expect these things to be totally original. I got up to level 15, I think! Back to it.
12/5/'20 - Sneaky! I had to rely on YouTube to figure out Level 22. There's my Achilles' Heel for you, hackers. Use it to divine my password. 👀
Thursday, June 16, 2011
Atari emulator -> Pharaoh's Pyramid
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Atari Emulator -> Equestrian
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Atari Emulator: Cosmic Glob(e)
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Anyway, this is the kind of game I just love. A shoot 'em up actioner where you're forced to make tough choices. And you always gotta keep moving. Moving in those eight old directions. If you shoot the two things in the center of the screen, the glob is instantaneously rejuvenated. Much like the last level of ... Gorp? The glob has a nougaty vulnerable center that you must shoot your way through to get at. But watch out for the deadly C floating around the screen! Sometimes it turns into a U, or a backwards D with the stick missing, or a giant lowercase n. You get the idea. Also reminds me of the big final spaceship you have to shoot at with a missile in Time Pilot 84. Love that game. It's forever enshrined on celluloid in the movie The Last Starfighter... but it's hard to play that way. Gotta get my PC arcade emulator up and running again! Vista puts the kibosh on it. And much like Gridrunner, Cosmic Glob(e)'s Level 30 is basically virtually impossible. Not only that, the glob leaves horizontal lines in its wake! Holy malfunctioning Player/Missile, Batman! I gotta go...
JV Software---> Action Quest
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9/21/14 - Let the overanalysis of Action Quest begin!
Level 1 - similarly complex like the Level 1 room of Ghost Encounters. Wonder which came first? Notice the sound goes down here, while in G.E. it goes up.
Bountiful Bullets - similar to Bombs Away, except they go side to side instead of making it rain.
Bountiful Bullets -> Disappearing Doors. So, B.B., D.D. Good double bill.
Boxed In - Not as good as "Caged In" from G.E. You gotta do all the work your own damn self!
The Magic Touch - Ah, I remember it well. You gotta shoot the prize out of the way, you see......... why, they oughta call it...
Looks Too Easy - It basically is. The only trick is that enemies appear after you get the prize, and the time goes kinda fast.
Level 2
Two Roads - Even Robert Frost would... hate this level. No, it's good. Better be fast, though! The time goes far too quickly.
Two Roads -> Fortified Faces. Kinda like "Always One Left" from G.E., only a little less strategy involved.
Radioactive Room - Here's a twist. A prize that shoots at you!
He Can Disappear - That's what she said! Anyway, yes, I guess it's a variation, technically. One of the baddies that comes sailing at you kinda strobes on and off. Otherwise, a pretty normal level.
Too Many Doors - Should've spelled doors with a 'z'
Level 3 - The couch potato theme continues
What Do I Do In Here - That's what he said! Seriously, though, another puzzle. Kinda like "The Right Order" from G.E., except you are now the bullet.
What Do I Do In Here -> You Earned This One - what a reward, too.
Speedy Little Devils - Kinda like "The Other Way" from G.E., except it's little devils and not whole walls, they don't come at you as fast, and they keep reappearing until you leave.
What Prize - Glory, of course! Opposite of "Looks Too Easy" from... A.Q.!!
Push Em Back Push Em Back - A variation on "The Other Way"
Level 4
Can't Take This Away From Me - Pushing the length of room names again! The way we danced til 3... another unique take on things: the bad guy's holding the prize!
Sliding Wall - reminds me of that Slalom game for the 2600... Street Racer?
You Have To Work On This One - It's "Well Guarded" all over again
You Have To Work On This One -> Why Can't I Shoot - That's what he said! I got a million of 'em
He Only Looks Dead - Geez. Nice name. Variation on "Always One Left", but with one bad guy.
Level 5
A Puzzle To Unlock - Kinda like "Beat This One," but stuff doesn't disappear.
A Puzzle To Unlock -> Hurry Up - Seriously, hurry up! You get like, five seconds to do it.
Diagonal Dilemma - ...I'm sorry, that's "Dilemna." Love it. Well, there was no spellcheck for the Atari, basically. Reminds me of that game for the 2600... Combat! The tank game! Love it.
Apparently, this one doesn't have the randomness of "Sliding Wall," but it's still the toughest level for me. Oh, why do I always give my secrets away like that? My vulnerabilities? If you want to get me, just come at me diagonally. I'll roll over like an ol' bitch dog getting its belly scratched.
I Gave Them Guns - An ode to the NRA, clearly. The enemies disappear a second and a half after you hit them, but they keep firing until they disappear, so look out.
A Puzzle To Unlock -> P Stands For Prize.... and it really does, too! Kinda like "Looks Too Easy," except the baddies are the same shape, and they come at you right away, albeit slowly.
Kewl! I got "Expert" and "Wizard" rank!
Atarimania link to the JV Software trilogy
Wednesday, June 15, 2011
Crypts of Plumbous
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I hate to drop the f-bomb here, even in this new gilded age, but here's reason #2 to loathe the very thought of Crypts of Plumbous. It's like a survey! Extremely disagree, disagree, neither agree nor disagree... except it's easy and tough instead of agree and disagree. Besides, even on the easy level you can only scoure about 59 points! Maybe I'll just try it to see how tough it is... ACK!!! WHAT AM I DOING???
That's how it starts. I gotta end.
Note to self: good website... maybe
http://ekranownia.atari8.info/gallery.php?lt=c&pg=2
Crypts of Plumbous
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I'm about to go to bed here, but before I do, I just wanted to check in and say that. I'll even say it again... God damn, do I hate Crypts of Plumbous.
At least I didn't pay $34.95 for it back in the day! That would've been the worst.
To be fair, though, this is probably the best game that Cosmi ever put out... no, that's going too far. I do kinda like Forbidden Forest, even though that's fraught with its own unique problems, but it has some entertainment value. And you gotta love that song they play after each level.
So, to reiterate and conclude for the evening... Jesus Christ, I cannot stand Crypts of Plumbous.
Good night.
Tuesday, June 14, 2011
Tetris Battle, FarmVille and thou...
Wait a tic! I can't have the same title twice, can I? Sigh. Same games as before. Tetris battle, FarmVille... well, this is something new, innit? Video games you can play for the rest of your life, as you wait for the abscess of energy, or tokens, whatever, to fill anew. Wonder what Daniel Goleman thinks of all this? As for FarmVille, well.... they've gone too far with this whole pig breeding and sheep breeding wrinkle to it. Evil scientists!!!!!!!! MWAHAHAHAHAHAHA.. bedtime
Yeah, that's great. How's your padded cell these days? Are they keeping the padding fresh? Hosing it down daily?
Yeah, that's great. How's your padded cell these days? Are they keeping the padding fresh? Hosing it down daily?
Sunday, June 12, 2011
Tetris Battle, FarmVille and thou...
Dare I wait another 2 minutes? In 2 minutes, I'll be up to 5 points in my Tetris Battle, which means I can play another round. I just played 20 or so... maybe 21. I've got it down to a science. See, I'm at 95 "points" now. For 5 points, you can play for 2 minutes, which means about 38 minutes of play for 95 points. 25 minutes means 5 more points... did it stretch out to 50? That can't be right. I lost a couple of the rounds due to the board filling all the way to the top. Even now I gotta work on my game method. Guess I earned just enough to play one extra game, and barely got to a second. No, I've gotta make Daniel Goleman proud of me.
What else? Well, I guess it was a matter of time before they came up with a game called "Disco Empire." The 70s will never die. Can the 80s boast of such a trend? Besides MTV Empire? Somehow, it's just not the same. Rather, it's just not as iconic. Or epic. Guess that's about it. I gotta get my sorry ass to bed. But first! One last game of PC-emulated Super Breakout. Love that ol' Atari 2600 game.
What else? Well, I guess it was a matter of time before they came up with a game called "Disco Empire." The 70s will never die. Can the 80s boast of such a trend? Besides MTV Empire? Somehow, it's just not the same. Rather, it's just not as iconic. Or epic. Guess that's about it. I gotta get my sorry ass to bed. But first! One last game of PC-emulated Super Breakout. Love that ol' Atari 2600 game.
Monday, June 6, 2011
Lunar Leeper 'n friendz
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...oh, and the "music" sounds like Dangerous Dave. Right? No easy way to compare it, except maybe on YouTyube...yup, they got it
Lunar Leeper on YouTube
Dangerous Dave on YouTube
Sunday, June 5, 2011
Facebook-->GameDuell-> Jungle Jewels
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Welp, that's about it for Jungle Jewels. Back to the homework...
Ah! There it goes
Yup! Time to officially quit. You know it's time to stop staring at a computer screen for a couple hours when your eyes start shimmying back and forth at about 6 times a second, and you start to feel sea sick as you fight it. Must also be a sign of old age, or at least impending old age. Man! What if I get a 9 to 5 job again? What the hell am I going to do? Learn to type with my eyes closed?
Jewel Quest III: The Good One
Would they kill me if they knew? While I struggle to get re-interested in my thesis, I can't help but waste some time with some diversions. I recently delved back into the seamy underbelly of HP Games. I played a little Jewel Quest 1, but got intrigued by Jewel Quest 3. That's the plain vanilla JQ3, not JQ3 Solitaire, or whatever the hell other variations there are. Too many. Alas, I've already maxed out my free play. It'll cost me $6.99 to invest in a JQ3 all for my own. Dare I?
I dare not. Why, they should be paying ME, damn it! Anyway, I've got more Tetris Battle to get out of my system. I yearn to be at the point in my life where I can buy the 7-day ticket and play practically indefinitely. Alas, my social contacts simply won't allow it. My day's already subdivided into discrete units that belong to customs such as meals, gym and school attendance, and TV watching. Play Tetris Battle for seven days non-stop. The very idea! Why, my eyes would probably go completely bleary! They're a little bleary right now. I don't know exactly why. I thought I got enough sleep. Guess not. Okay, back to the games.
I dare not. Why, they should be paying ME, damn it! Anyway, I've got more Tetris Battle to get out of my system. I yearn to be at the point in my life where I can buy the 7-day ticket and play practically indefinitely. Alas, my social contacts simply won't allow it. My day's already subdivided into discrete units that belong to customs such as meals, gym and school attendance, and TV watching. Play Tetris Battle for seven days non-stop. The very idea! Why, my eyes would probably go completely bleary! They're a little bleary right now. I don't know exactly why. I thought I got enough sleep. Guess not. Okay, back to the games.
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