martes, 26 de mayo de 2020

Pacman clone Arica

Un pacman parecido a este era el que estaba en Arica, extraño el nivel donde desaparecen las murallas. Existen otros clones que hacen eso.

Diferencias:

  • tiene mas pasillos
  • se "desnudan" los fantasmas
  • son corazcones en vez de circulos
  • el laberinto desaparece en ciertos niveles mas avanzados
  • en el intermission sale desnuedo de nuevo el fantasma.








lunes, 18 de mayo de 2020

The Quest

Otro Hint Sheet, "traducido"


1. HOW DO I KEEP FROM RUNNING OUT OF WATER?
1. GET 0 WATERSKIN FROM THE PROVISIONER TO CARRY WATER WITH YOU.
2. LOOK AT THE WATERSKIN. READ THE INSCRIPTION.
3. EACH TIME YOU DROP THE WATERSKIN IT REFILLS.
2. HOW CAN I TALK TO THE GHOST?
1. YOU MUST SING THE SECRET CHANT.
2. THE MAGICIAN WILL SHOW YOU HOW IT IS DONE.
3. HAVE 0 SEANCE. THERE ARE NO GHOSTS IN THIS GAME.
3. U 1. SOMETIMES IT PAYS TO BE 0 COWARD.
2. THE HIGHWAYMEN ARE TOO NUMEROUS.
3. TAKE LISA WITH YOU.
4. HOW DO I TALK TO THE HERMIT?
1. FREE ADVICE CAN BE FREELY DISCARDED.
2. YOU ONLY GET WHAT YOU PAY FOR.
3. GIVE THE HERMIT SOME GOLD SOVEREIGNS.
5. WHAT IS THE RING USED FOR?
1. RINGS MAKE NICE PRESENTS.
2. TO OBTAIN ENTRY INTO THE HOUSE.
3. TO GET LISA TO GO WITH YOU.
6. HOW DO I GET PAST THE LIZARDMEN?
1. THOSE WHO FIGHT AND RUN AWAY LIVE TO FIGHT ANOTHER DAY.
2. TAKE THEM ON ONE BY ONE.
3. FIGHT AND THEN RETREAT UNTIL YOU HAVE ELIMINATED THEM
       ONE BY ONE.
7. HOW DO I FIGHT THE AZTEC WARRIOR?
1. FIND SOMETHING TO MAKE YOU STRONGER.
2. DRINK THE POTION OF STRENGTH.
3. MONTEZUMA WILL GET REVENGE ON YOU FOR CHEATING LIKE THIS.
8. HOW DO I GET PAST THE COBRAS?
1. THOSE WHO FIGHT AND FLEE LIVE TO FIGHT AGAIN.
2. DO NOT TRUST THE VINES. USE THE ROPE.
3. ENTER THE PIT AND MAKE 0 MOVE THEN LEAVE. GO BACK IN AND
       MAKE 0 MOVE AND LEAVE AGAIN AND SO ON.
9. WHAT DO I DO WITH THE RlG?
1. FINDING THIS CARPET IS AN UPLIFTING EXPERIENCE.
2. PREPARE FOR TAKEOFF.
3. RIDE THE CARPET YOU FOUND IN THE PIT .
10. HOW DO I GET OFF THE ISLAND?
1. ARE YOU SURE YOU WANT TO GO FOR 0 SWIM?
2. DO NOT BOTHER TO GET THE KEY UNLESS YOU KNOW WHAT YOU WANT
       IT FOR.
3. IF YOU DO NOT HAVE THE CARPET YOU ARE THE SHARK'S DINNE R.
11 . HOW DO I GET PAST THE SHARKS?
1. DO NOT GO IN THE WATER.
2. USE THE RlG.
3. RIDE THE FLYING CARPET.
12 . HOW DO I GET INTO THE FRAME HOUSE?
1. BE POLITE.
2. IT IS NICE TO BRING 0 GIFT WITH YOU WHEN CALLING ON 0
       FRIEND.
3. YOU MUST HAVE THE RING TO OBTAIN ENTRY.
13 . HOW DO I GET RID OF THE PHAROAH'S CURSE?
1. PRECIOUS JEWELS SHOULD DO THE TRICK.
2. GIVE HIM DIAMONDS FROM THE MINE.
3. YOU WILL BE CURSED IF YOU KEEP LOOKING AT ALL THE ANSWERS.
14. HOW DO I FIND THE LARGE DRAGON?
1. CHECK YOUR CARTOGRAPH.
2. GO WEST YOUNG MAN.
3. YOU MUST SEARCH THE LARGE LABYRINTH BEYOND THE ENTRANCE
       GUARDED BY THE SPHINX OR THE ENTRANCE IN THE RUINS
       GUARDED BY THE LIZARDMEN. MAKE 0 MAP .
15 . HOW DO I GET PAST THE SPHINX?
1. THIS IS NOT AS DIFFICULT AS IT SEEMS TO BE.
2. TAKE THE LAST LINE LITERALLY AND IGNORE THE REST OF THE
       RIDDLE.
3. THE ANSWER IS THE LAST WORD IN THE QUESTION ABOVE.
16 . WHAT DO I DO WITH THE GARGOYLE?
1. EXAMINE ITS TEETH.
2. TAKE THE GARGOYLE TO THE HIGH PRIEST.
3. YOU WILL TURN INTO 0 GARGOYLE IF YOU KEEP PEEKING AT ALL
       THE ANSWERS.
17 . HOW DO I KILL THE LARGE DRAGON?
1. WHY WOULD YOU WANT TO HURT 0 POOR DRAGON?
2. SHE 'S NOT LIKE YOUR RUN- OF-THE-MILL DRAGON.
3. YOU CAN'T. IF YOU WANT TO HACK AND SLASH GO PLAY
       BILESTOAD.
18 . HOW DO I GET PAST THE FABRICATED WALLS AND CAVE-INS?
1. DOES THIS GAME HAVE YOU CLIMBING THE WALLS YET?
2. WHEN THE GOING GETS TOUGH THE TOUGH GO IN ANOTHER
       DIRECTION.
3. YOU CANNOT GET PAST THEM.
19 . HOW DO I GET PAST THE RED DRAGOON?
1. THERE'S NO PLACE LIKE HOME.
2. HOW FOND OF PRISONS ARE YOU?
3. YOU CAN'T.
20 . WHAT DO I DO WITH THE SALT?
1. THE DOCTOR TOLD YOU TO CUT DOWN ON THAT.
2. IF YOU ARE GOING TO KEEP IT PUT IT ON YOUR FRENCH FRIES.
3. DO NOT BELIEVE THE HERMIT THIS TIME .
21 . HOW DO I FIND THE SMALL DRAGON?
1. BABY DRAGONS LIKE COOL DARK PLACES.
2. TRY SEARCHING HIGH AND LOW.
3. GO THROUGH THE WATERFALL OR FLY UP FROM THE DESERT.
22 . WHAT DO I DO WITH THE CRYSTAL BALL?
1. THE FORTUNE TELLER WILL HELP YOU.
2. LOOK AT THE INSCRIPTION ON THE CRYPT IN THE DESERT.
3. YOU ARE TRYING TO LOOK TOO FAR INTO THE FUTURE. THERE IS NO
       CRYSTAL BALL IN THIS GAME. TRY PLAYING TRANSYLVANIA OR
THE COVETED MIRROR.
23 . HOW DO I GET INTO THE CAVE THAT I SEE FROM THE DESERT?
1. YOU CAN GET UP TO IT OR DOWN TO IT .
2. IF YOU HAVE NOT HAD 0 FLYING LESSON YOU WILL FIND THAT
       YOU ARE REALLY TIED DOWN.
3. RIDE THE FLYING CARPET OR GO DOWN THE ROPE TIED TO THE
       TREE.
24. WHAT IS SPECIAL ABOUT THE WATERFALL?
1. SHED SOME LIGHT ON THIS AND SEE.
2. THIS QUESTION WILL GET YOU STARTED DOWN THE RIGHT PATH.
3. "LOOK WATERFALL". LIGHT YOUR LANTERN BEFORE YOU GO THROUGH.
25 . HOW DO I GET THE SINGING SWORD OUT OF THE CAVE?
1. YOU TAKE THE PATH OF LEAST RESISTANCE.
2. LOOK AT THE WAY THE SWORD IS POINTING.
3. THE SINGING SWORD WILL CUT YOUR HEAD OFF FOR LOOKING AT
       ALL THE ANSWERS.
26 . WHY DID THE LARGE DRAGON INCINERATE ME AND THE KINGDOM?
1. YOU ARE THE BEARER OF BAD NEWS .
2. BABY DRAGONS ARE VERY FRAGILE AND YOU SHOULD CHECK ON
       THEM OFTEN.
3. YOU KILLED THE BABY. 0 NORMAL REACTION FOR AN IRRATE
       PARENT.
27. WHY DID THE SMALL DRAGON DIE?
1. THE BABY DRAGON IS 0 LIVING THING. YOU MUST TAKE CARE OF
       IT AS 0 BREATHING ENTITY.
2. IT PROBABLY DROWNED. CHECK INVENTORY FOR SOMETHING
       THAT IS WATERPROOF AND LARGE ENOUGH TO PUT 0 SMALL DRAGON
       IN .
3. PUT THE BABY DRAGON IN THE WATERPROOF OILSKIN. DO NOT
       KEEP IT IN TOO LONG OR IT WILL SUFFOCATE. COVETED MIRROR



Solución completa en:
https://solutionarchive.com/game/id%2C422/Quest%2C+The.html

sábado, 16 de mayo de 2020

2600 hidden text

Buscando texto escondidos en ROMs de 2600 puede encontrar los siguientes (que ya no esten en ataricompendium) :

Four-play:   Four-Play Copyright (c) 2006, Zach Matley     

Name This Game: COPYRIGHT 1982 US GAMES CORP.
Octopus (AKA Name This Game) (1983) (Carrere Video - JWDA, Roger Booth, Sylvia Day, Todd Marshall, Robin McDaniel, Wes Trager, Henry Will IV - Teldec - Prism) (USC1007) (PAL)
   
Squeeze Box: (1983) (U.S. Games Corporation - JWDA, Todd Marshall, Robin McDaniel, Henry Will IV) (VC2002)

(esta con ascii trasladado)


Edtris:
(C) Copyright 1995 Ed Federmeyer
(C) Copyright 1994 Ed Federmeyer

(versiones diferentes)


miércoles, 6 de mayo de 2020

Texto de aventuras en 2600

Hay 2 juegos de texto de aventuras para la 2600, a pesar de lo extraño que suene.

Dark Mage






Fellowship of the Ring