• Commodore Free - Issue 55 - Part 5

    From Stephen Walsh@39:901/281 to all on Mon Nov 7 14:38:43 2011


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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


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