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|    CBM    |    Commodore Computer Conference    |    4,328 messages    |
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|    Message 1,614 of 4,328    |
|    Stephen Walsh to All    |
|    Commodore Free Magazine, Issue 91 - Part    |
|    19 Mar 16 11:21:51    |
      20 scnclr              To              10 print chr$(147)       130 print chr$(147)       230 print chr$(147)       330 print chr$(147)       420 print chr$(147)              It should work on the VIC, C64, Commodore 16/plus 4, and the PET.                            *************************************       REVIEW: DORK DAVE AND THE DIRTY TRICK        C16 Game       *************************************              Category: Game/Platformer       Language: English       Size: 16K       Machine: PAL & NTSC       Code Type: Machine code       Distribution: Freeware       Created by: K., Mika (Misfit)              Another Misfit game, Weeeeee              I must say I am a big fan of Misfit's games on the VIC and started to get       excited when I read about this release for the C16.              Then menu is sparse and I couldn't find any real instructions to the game,       or story line all I found was this short description              Dave is a dork and he has to save the stupid princess. Dork Dave is a       platformer game for Commodore16 machines.              So maybe we could make up something like -              "the princess was captured and imprisoned in the castle, you must guide       Dave through the various perils to rescue her and free her from her       imprisonment"              With all that in mind then..              As you already deduced from the pictures and description, this is a Mario       styled platform game -- not a bad thing as Mario was the perfect platform       game. In this game however, I do love the physics of the player and the       inertia when you stop and start to move, lovely and graceful, misfit style       again perfect. The game seems to have a few glitches, and I wouldn't say       its one of Misfit's most slick games, but on saying that...              This is a very playable and entertaining little game with some neat       features, the music sounds very familiar, and I leave it to Commodore 64       fans to wonder where they heard it before, A nice feature is the smooth       scrolling as you walk from left to right, but try to go back and the screen       stops you, so you can only advance to the right, this hinders your game as       you have to think in advance if you want to collect all the items, I am       unsure if you need to collect them all as when I reached the exits I could       exit no matter how many or few I had collected, More instructions would be       good! Also, the colour scheme doesn't do Misfit's work justice here and I       wonder why dorky Dave looks like an owl!              DOWNLOAD              plus4world.powweb.com/software/Dork_Dave_and_The_Dirty_Trick              YOUTUBE              www.youtube.com/watch?v=IjHZhdSzQXc              SCORES              Sounds: 5/10       Graphics: 6.5/10        colours are questionable       Gameplay: 7/10        nice physics       Overall: 7/10              SUMMARY              Nice inertia and physics on the main character, some nice features, but the       game needs a nice description and some instructions, nice game but not one       of Misfit's best!                            *************************************        REVIEW: BLOK COPY        A 40 Column Commodore Pet Game       *************************************              By Cosine Released In 2008              Programming: T.M.R       Graphics: Bizzmo and T.M.R       Music: SLL and T.M.R       Format: Commodore PET (40 col.        8K or more memory)       Release date: 8th March 2008              I am a little late reviewing this, but with so much going on, and not to       mention an on and off working Commodore PET, sometimes things get put on       the sidelines. Anyway, after managing to get the game loaded on my part       time PET I hammered it for a review.              The objective in Blok Copy is simple...              You have a main static playfield containing seven designs of tiles arranged       into columns of five. At the start of each level, the tiles are shuffled,       you then have to reorganise the tiles to resemble their starting order.       Once completed you progress to the next level (there are 10 levels to       complete in all).              So the starting order on level one looks like this:              Each tile row numbers across 1 to 7              Apparently the documentation says that Blok Copy was the first release from       Cosine on the Commodore PET. It also says PETs fitted with a parallel port       sound hack get titles music, and in-game effects and jingles. Sadly to       test this I had to run the game under VICE as the sound is enabled by       default in the emulator but not on my PET.              The title screen is quite classy the way the blok copy letters move, and       the instructions              The game is available for a number of systems and although dated 2008,       still looks fresh on the PET.              I must say it's one frustrating little bleeper to play but then TMR usually       nails the gameplay on anything he touches. It's a bit like playing a       two-dimensional Rubik's cube viewed top down, if you mastered the cube then       I am sure you will pick this up quickly.              You can certainly tell it's a TMR game, all the elements are there.       Classic game play, great graphics, and a frustrating hook to come back for       more and more, music (on the VICE emulator as I can't play it on my real       PET) was interesting, how much of a tune can you get from the PET, its       about what you would expect bleeps of various tones, with some in-game       bleeps. Still, it's far better than nothing at all!              SCORES              Graphics: 7/10       Sounds: 7/10        bleep!       Gameplay: 7/10       Overall: 7/10              SUMMARY              A frustrating game but with a hook to come back for another attempt              www.cosine.org.uk/products.php?4mat=pet&cat=game                            *************************************        REVIEW: POPEYE        For the Vic 20 with 32K Expansion       *************************************              sleepingelephant.com/ipw-web/bulletin/bb/viewtopic.php?f=15&t=7243&start=1       5#p83294              Download the game here       drive.google.com/uc?export=download&id=0BypVxYomFCZfUEdpSGV3aGVhVXc              Discuss the game here       sleepingelephant.com/ipw-web/bulletin/bb/viewtopic.php?f=10&t=7630              YouTube video to original arcade version              www.youtube.com/watch?v=W5Z6PuH4kLQ              Popeye an arcade platform game released by Nintendo in 1982 the characters       from Popeye were to be released in a game. However, because of licensing       issues Nintendo settled on a love triangle between gorilla, carpenter, and       girlfriend Donkey Kong which mirrors the rivalry between Bluto and Popeye       for Olive Oyl. Bluto became an ape, of course Popeye was released later.       The object of the arcade game is for Popeye to collect a number of items       dropped by Olive Oyl, (depending on the level)              * 24 hearts,       * 16 musical notes,       * 24 letters in the word HELP              You have to avoid the Sea Hag, Brutus and other dangers. You possess the       ability to punch but you cant jump. Brutus however can jump up and down       levels and can jump up to hit Popeye if directly below him. Popeye cannot       attack Brutus directly.              Instead, the button is used for the following:              * Punching destroys items that could hurt Popeye such as bottles,        vultures and skulls.              * You have a can of spinach; punching the cans gives Popeye invincibility              * Knock things over              Popeye loses a life if he is hit by Brutus or any thrown/flying object, or       if he fails to catch a dropped item before it reaches the bottom of the       screen.              The VIC Port was written by Beamrider (Adrian F)and requires a VIC 20       (*PAL/NTSC) + 32K upgrade + Joystick (*PAL Recommended for emulators) Notes       about the game conversion on the VIC from Beamrider: - Features most       things and visual effects from the Arcade (except skulls and Popeye turning       red) - Extra life at 20,000 points!!              Difficulty is set fairly easy at the moment but ramps up quickly once you       pass the first 3 stages, (so you should be able to complete all 3 stages       and observe the final cut-scene).              Built on top of the Pooyan codebase, (in assembler) with a forked version       of R. Hurst's SSS library              Thanks to @tokra for extended pre-release testing              Early version on YouTube       www.youtube.com/watch?v=KrRk6AY-Dzs&feature=youtu.be              Original Arcade version       www.youtube.com/watch?v=W5Z6PuH4kLQ              While the system requirements may make your eyes water memory wise for the       VIC, the main loading screen looks very nice!              With the music playing the Popeye theme tune, a rather splendidly       large-looking Popeye graces us complete with logo lettering. If the music       is left to play through the Popeye theme tune, at the last cord Popeye       blows his pipe (of course I can't condone smoking of              --- MBSE BBS v1.0.4 (GNU/Linux-i386)        * Origin: Dragon's Lair ---:- dragon.vk3heg.net -:--- (3:633/280)    |
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