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Steve the Pocket

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  1. Steve the Pocket

    Game Dungeon Wish List

    Something that finally dawned on me: This could work for a Christmas episode if you get desperate, because the soundtrack all comes from The Nutcracker Suite and candy canes appear in some levels as a paint-refill... thing.
  2. Steve the Pocket


    You might have some luck hitting up the Vinesauce community. Vinny plays a lot of unofficial Mario games, from fan-games to parodies to knockoffs, so it's possible he's played this one at some point and someone from his audience remembers it.
  3. Steve the Pocket

    Game Dungeon Wish List

    Hey, I just remembered another weird old game that might be a good fit for a second Halloween sampler pack episode next year. Spooky Castle is a top-down dungeon crawler thingy with prerendered 3D sprites (think Donkey Kong Country) where you attack by throwing an infinite supply of hammers. And the power-ups are "Pants of Power" and cartons of Chinese food. It's been freeware for some time now, and actually got officially posted on Itch.io, which I've never seen happen to an old game before. I've only ever played the shareware demo, so it's quite possible that it gets way weirder after that.
  4. Steve the Pocket

    Welcome to AF 2.0

    Did you lose a bunch of threads from the old forum? I'm seeing brand new threads being created for a lot of episodes that I know we had discussions about.
  5. Steve the Pocket

    Game Dungeon Wish List

    Oh! I just realized what would be a perfect episode for this show! Raiders of the Lost Ark on the Atari 2600! Everyone remembers the terrible licensed game that E.T. got, but they always forget about this one, which was... more ambitious, at the very least. It was a very early attempt at a Legend of Zelda-style action adventure game. You have an inventory of useful items, including a grappling hook; NPC vendors; and a wide variety of different locations you have to get through to reach the Ark. Oh, and did I mention it's a single player game that requires two joysticks to play? Yep, because joysticks only had one button, you used one to move around and use items, and another to scroll through your inventory—which was always present at the bottom of the screen—and drop items. Special mention goes to the manual, because it is a treat. (I was lucky enough that the person I got my system and games from had a collection of manuals in a bag, even though all the boxes were long gone.) As was typical of the time, the manual told you explicitly what every screen and sprite was because nothing looked like anything. Less typically, it had a section preceded by a spoiler warning that pretty much gave away exactly what to do at every turn. Again, because you'd have no idea what was going on otherwise. The only other game I can think of whose manual held your hand that much was EarthBound. I recommend hunting down a scan rather than consulting a walkthrough. It also has the worst rendition of a movie theme I've ever heard from a game. I first played it before I'd ever seen the movie, so I didn't know what to listen for, and I heard a completely different tune that started on the wrong measure. Oh, and Ross? In the off chance that you're actually reading this thread and choose to actively pass on the idea, could you let me know? Because if so, I may as well pass the idea on to the Stop Skeletons from Fighting guy to feature on his show Punching Weight. I think it would be a good fit for that show too but I don't want him to feature it before you get a shot.
  6. Steve the Pocket

    Game Dungeon Wish List

    Update on this: I have now watched the playthrough to completion, and I can honestly say this is liable to drive Ross insane. For one thing, there doesn't appear to be a full walkthrough like he had for Armed and Delirious; the player was taking cues from a member of his stream chat who apparently had beaten it and was going from his own memory. So if nothing else, I should probably try to remedy that. There's also one recurring section that requires such precise click-aim and timing that it's probably easier to rely on save scumming at every single step. And another that I'm pretty sure is genuinely random. But mostly there needs to be a walkthrough. I'll see if I can make time to play through it myself and document what needs to be documented. EDIT: Actually, where would be the best place to post such a thing? The game doesn't even have an entry on most of the usual sites. And yet it does somehow have a Wikipedia article.
  7. Steve the Pocket

    Game Dungeon Wish List

    If Ross isn't tired of point-and-click adventure games, I've got another one for the pile: The Adventures of Down Under Dan. It's a Sierra-style game in the sense that you can never be sure how many clicks away from a Game Over you are, or even if you've already screwed yourself out of a victory and don't know it yet. It has VGA graphics and OPL3 music mixed with full voice acting (in fact, the playthrough I'm watching doesn't even show captions, so those are at best optional), photo backgrounds and even FMVs in little overlay boxes. It's also kind of insane. Not constantly like Armed and Delirious was, but that just makes the crazy moments stick out that much more. One caveat I have to offer is that there might be issues with the audio. The playthrough I watched was running it in DOSBox, and several of the voice clips either got cut short or devolved into static not unlike dial-up modem noise. Though at least one of them played properly the second time around. So I don't know what's up with that.
  8. Steve the Pocket


    It's possible. As late as the '90s they were putting "turbo" buttons on computers so people could run games that used the CPU clock as a timer (a habit the programmers probably picked up coding for microcomputers) and wouldn't run properly on faster hardware. Though I feel like if that were the case here, Ross would have noticed a discrepancy with the Amiga version. Unless he really didn't play it any further than the footage we saw...?
  9. Steve the Pocket


    This is the first EGA game I think I've seen that uses a custom palette. Although it's not very customized; looks like they just did away with the cyans and purples and replaced them with an extra shade of gray, a second pale blue, a duller red (seen mainly on the big red ball in the splash screen), and that dull purple that the floor switches to around halfway through the video. Also, I'm not sure why a game released in 1988 wouldn't have a VGA mode. Any idea why the text in the manual constantly alternates between a regular font and a condensed one? It doesn't look like it was to save space, since the condensed lines have much wider spaces between the words. On the subject of fonts, though, I'm kinda digging the lettering they used for the in-game instructions and the pager message at the end. And it looks like it has all 26 letters. I might have to hop onto FontStruct and make a proper font out of it.
  10. Steve the Pocket


    Ah, there's the crossover we've been expecting. And here I was thinking just last week that a Black Mesa style remake of Half Life 2 would have to be a lot less ambitious and focus only on raw graphical improvements because the original visuals weren't nearly as abstract and ridiculous as the Box Crushing Room. Clearly I haven't been paying close enough attention. But that's what you're for!
  11. Steve the Pocket


    Oh. Something I forgot to ask before. You said of the jungle "Santa has no eyes here", which immediately reminded me of what Freeman said about Haiti: "Les yeux de Dieu ne regardent pas beaucoup là." ("The eyes of God do not look much there", according to Google Translate.) Are these both based on an expression I'm unfamiliar with? Google had no results for "God has no eyes here", and I didn't feel like punching in every variant I could think of when I could just ask. It's a pretty awesome way to describe a place as inospitable, at any rate. Also, did anyone else notice that the game is spelled "Captain Zzap" in the title screens, but "Captain Zapp" on the box art? Just another layer to the madness.
  12. Steve the Pocket


    Games like this are why I don't exactly miss the "good old days" of game design. Sure, back when this was the best we had, games could still impart a sense of wonder with primitive graphics. But on the flip side, tough-as-nails first-person segments that send you all the way back to the beginning of the entire game if you lose once. And it's not like the game was punishing you for not being as adept as it expected. They were counting on you having to make several attempts to beat it; the whole point was to pad out the gameplay so you'd feel like you'd gotten your money's worth. But in the end all it accomplished was most people getting frustrated and giving up. Have to say, though, I kind of like the mechanic of making it a timed mission and then giving you a time penalty for dying. Imposssible Mission (now that might be a game worth Dungeoning, if you don't think it's too well known or straighforward) did the exact same thing. I like to imagine that time you lost was because they had to send a new guy in to take your place. Or I would, if it didn't explicitly contradict the lore in both cases.
  13. Steve the Pocket


    Surprised Freeman didn't have anything to say about the graffiti that just reads "A GUN". He was staring at it for a good long while. It makes "YORE DEAD FREEMAN" look like great literature.
  14. Steve the Pocket


    You've made me realize how much I want Minecraft to have pumpkin bombs in it. Might have to suggest that.
  15. Steve the Pocket


    Ah, no wonder I felt like the only one not having issues. I'm on Firefox.

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