ok - installed Fuse
downloaded tap - but stuck at the lenslock bit - it doesn't accept 1113.
I even dug out the real tape but my colour vision is so iffy I still can't get in.
DAMN YOU SOFTWARE PROJECTS AND YOUR NEARLY 30 YEAR OLD DRM.
edit: fucking hell I am in.
edit2: Touching the other miners kills you! Do they have AIDS or something?
edit3: ha ha, going left instead down the pit takes you to the yacht. The only winning move is not to play.
( ,
Mon 18 Oct 2010, 16:25,
archived)
I even dug out the real tape but my colour vision is so iffy I still can't get in.
DAMN YOU SOFTWARE PROJECTS AND YOUR NEARLY 30 YEAR OLD DRM.
edit: fucking hell I am in.
edit2: Touching the other miners kills you! Do they have AIDS or something?
edit3: ha ha, going left instead down the pit takes you to the yacht. The only winning move is not to play.
I've pondered a full, B3TA-themed remake of JSW
But that would be just mad.
( ,
Mon 18 Oct 2010, 19:56,
archived)
mad
but glorious - if you were really up for doing it we could do a challenge and get the b3tans to design memey baddies for it.
(And also stick the end version up in a java wrapper thing so people could play on line without fiddling with a downloady emulator)
( ,
Mon 18 Oct 2010, 20:12,
archived)
(And also stick the end version up in a java wrapper thing so people could play on line without fiddling with a downloady emulator)
Hmmm!
Two approaches spring to mind:
1. Design baddies - this is the easiest one as the constraints are fairly straightforward - the sizes are the same and there are only four / eight animation frames per baddy.
2. Contribute screens - this is harder in that the JSW editors around don't really allow for collaborative efforts. I'm happy to do the actual coding but any contributors would probably need at least a passing understanding of the game mechanics... although that's a fairly safe bet.
( ,
Mon 18 Oct 2010, 21:01,
archived)
1. Design baddies - this is the easiest one as the constraints are fairly straightforward - the sizes are the same and there are only four / eight animation frames per baddy.
2. Contribute screens - this is harder in that the JSW editors around don't really allow for collaborative efforts. I'm happy to do the actual coding but any contributors would probably need at least a passing understanding of the game mechanics... although that's a fairly safe bet.