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Commodore games walk-through
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Ever wondered how your favourite game ended but lacked the skill to progress
any further, did you start a game and were to lazy to play it but wondered
what happened after the first level? Well help is at hand. Why not watch
someone else complete the game for you by just clicking on a link to a video,
then grab a cuppa and sit back and relax. You will need to remember to video
yourself jiggling the joystick and you can pretend you finished the game and
show off to the envy of your friends. (bit sad really you should go and get a
real life, anyway its interesting to see how some of these games ended)
http://www.youtube.com/user/wandererlain#g/c/61B83E779E3C3567
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micro-SD card drive for Commodore PET
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Wow, a micro-SD card drive for Commodore PET computers! PETdisk is now on the
market in kit form for $25 (not including shipping). PETdisk is made of two
components, the primary board attaching to the IEEE-488 port on the PET and
the secondary board attaching to the cassette port of the PET.
To read up on the PETdisk description, see videos on PETdisk, brush up on the
user instructions, and peruse the assembly instructions, go to
http://www.bitfixer.com/bf/PETdisk
To read a brief discussion about the PETdisk, go to
http://www.commodore.ca/forum/viewtopic.php?f=1&t=2997
Received mine today,
Robert Bernardo
Fresno Commodore User Group
http://videocam.net.au/fcug
The PETdisk developer says "other users [report] that the PETdisk works on C64
and 128 with an IEEE-488 cartridge interface".
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Fairy Well Preview released
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Fairy Well Preview created by Wide Pixel Games (the development group behind
the C64 classic Knight ’n’ Grail), is available in a trained version. The game
is part of the 16KB C64 Cart Development Competition by RGCD
http://www.rgcd.co.uk/
To try the game and get a feel of the quality of the development go here:
http://noname.c64.org/csdb/release/?id=102015
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COMMODORE FREE REVIEW DUNJON BATTLER
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Destroy monsters with your sword, collect treasure chests for health find the
hidden chalice to win the game.
Sounds easy lets have a bash then.
The title screen is functional with what some would call Classic SID music, no
techno or drum n bass here just a rather weird bleepy click tune, quirky it
maybe but it fits the program rather well. So arming myself with a joystick
plugged into port 2 I hit the fire button and am transported into a mystical
world of monsters and dungeons, or the same world as I am currently in but
starting a computer game sat in front of a TV. Hmmmmm sounded better before.
OK so. Transported to a mystical magical world of wonder and mystery fuelled
with monsters, dungeons. We now see our hero in a room with some flickering
lights over an exit or for the more technically minded a door with what look
like blocks scattered around the room, the blocks don't seem to be of any use;
other than to form blockades or area you have to walk around. The joystick
moves our hero and fire causes him to use his sword in the direction he is
travelling, quite amusing walking down and using the sword. Everything is
functional rather than flashy or showy, still some really good games have had
minimal graphics, and this can be overlooked if the game play is good enough.
Movement is well handled and it's easy to navigate to the exits, one thing I
find frustrating is when you exit a room then have to re enter it all the
monsters re appear, this seems to be a common bug bear of mine, as you spend
the time negotiation the beasts to get to the exit only for them to reappear
as you re enter the room.
While the whole program may look like it was written back in the 80`s this
doesn't really detract from its addictiveness, actually I think this gives the
whole thing a quaint looking retro-ness or old skool feeling.
Moving around you will soon find treasure that ads to our heroes health
Notice the small treasure boxes now in an open state after being ransacked by
our hero
And of course you need to find keys to open doors
The keys are not coloured or coded as you seem to need to open one door to
find the next key to open a door etc.
And of course when you have a key you need to find a relevant lock to put the
key into
The perspective is a little strange as you are looking down on things but the
enemies and our hero then look like they are lying flat on the floor as
opposed to sign a head and shoulders, game play is good and the degree of
hardness and progressions seem to be well handled by the programmer.
Everything looks a little grey although later levels change the colour and of
course you will soon find dark rooms to hunt around for items in.
Sounds are minimal
GRAPHICS 5/10
GAMEPLAY 6/10
LONGEVITY 6/10
SOUNDS 3/10
OVERALL 6/10
Good effort for a first time venture into machine code programming.
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COMMODORE FREE REVIEW
SWORDS COMMODORE plus4
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Deemed to be lost and now recovered and all released or not released in 1988
The idea of the game is to collect all the 12 swords before the timer reaches
the zero. Several attempts are needed because any collected sword opens a
certain door, which in turn allows you to proceed in the mission. Because of
this, a careful track of planning must be followed and mapped. When the last
sword has been collected, the door of the gold room appears, located exactly
where you started your quest. (so you slog away for hours only to return back
--- CrashWrite 2.0
* Origin: --:)-- Dragon's Lair BBS --(:-- (39:901/281)