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.
But that would be just mad.
(,
Mon 18 Oct 2010, 19:56,
archived)
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)
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.
