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- #: 19990 S9/Adventure Games
- 16-Jul-89 08:28:50
- Sb: #128 games derth
- Fm: John Lewis 72616,1645
- To: all
-
- Now that Ive broke down and bought a C128D, I want to sound off about
- something thats puzzled me for years. That is the fact with the exception
- of some infocom games (Yeah Infocom!!) there are no commercial games for
- the 128.
- Ive read the Commodore specific magazines and understand all the
- rationalizations and monetary incentives for only making 64 games. What I dont
- understand is why after four years and an established user
- base of hundreds of thousands, NO ONE other than Infocom is willing to buck
- that trend. (Sir Tech might
- be considered an exception with their support of the extra 128 memory in
- Wizardry I. I intend to buy that game.)
- I realize that the Infocom games may not have been big winners on the
- market; but they were text adventure games, a market that has been rapidly
- declining in consumer interest lately. If someone would put out a good CRPG or
- arcade games for 128 mode, it would be bought! Like most home computer owners,
- I use mine to mostly play GAMES! I dont do word processing at home. I dont need
- it. Its great that there
- are programs for this on the 128 for those of use that do need it, dont
- get me wrong. Since it is a proven fact that most home compute users use there
- computers for game playing more than anything, and it is a fact that there are
- commercially successful word proccessing programs being sold, it is fairly
- certain that a high quality game with broad appeal would
- do well on the market. I dont blame the small software companies for not
- wanting to take more than
- they already are, but the big companies are being run by greedy stuck in the
- muds who used to be some true pioneers. They have the hollywood mentality: go
- for the lowest common denominator. At least in the movie industry, there are
- some that buck this mentality,
- And produce high quality art instead.
-
-
-
- #: 19991 S9/Adventure Games
- 16-Jul-89 08:34:33
- Sb: #19990-128 games derth
- Fm: John Lewis 72616,1645
- To: John Lewis 72616,1645 (X)
-
- ERRATA:
-
- In the last message near the end, the phrase should have said: small software
- companies for not taking more 'risks' than they already are.
-
- #: 20051 S9/Adventure Games
- 27-Jul-89 02:44:28
- Sb: #19990-128 games derth
- Fm: Matthew Montchalin 73517,1042
- To: John Lewis 72616,1645 (X)
-
- John, you indicated you were going to break down and buy Sir-Tech's WIZARDRY I.
- Well, I was suckered into buying that piece of cr*** for $39.00 and you can
- have my copy for free! Contact me by E-Mail. I also have a C-128 and WIZARDRY
- I is NOT written for speed. The thing is written mostly in PASCAL, if you were
- wondering why it was so slow. Sure, it takes advantage of the C-128 extra RAM,
- but the 8563 bottle neck in data transfer makes for delays not quite as
- agonizing with a regular disk drive. Also, the program comes on a 5.25 disk and
- cannot be backed up onto a 1581 disk, and even if you construct a work disk on
- a 1571, data transfer is still torturously slowwww.
-
- Don't take my word on it. Maybe you could ask around.
-
- But take my words with a grain of salt. You might ask if there are other
- redeeming factors for Wizardry I by Sir-Tech. Well, it is only a maze game,
- and most sane people would not regard it as a RPG. When you stumble across a
- random encounter, the screen will display a cutesy sprite or two, and that's
- that. No fluid animation, whether high-res or sprite-flipping. Also, there is
- no sound effects that I could detect. Maybe I'm wrong here, in which case
- somebody please correct me.
-
- Wizardry I was written on an Apple, and it's no wonder that Apple lost the 8
- bit tech race. (Well, notwithstanding the Apple IIGS, but that's 8/16, not 8.)
-
- Matthew Montchalin
-
- #: 20075 S9/Adventure Games
- 30-Jul-89 00:41:14
- Sb: #19990-128 games derth
- Fm: Matthew Montchalin 73517,1042
- To: John Lewis 72616,1645
-
- Oh, I forgot to mention- Wizardry I executes on a C-128 in 64 mode, and must
- forgo fast 2 mhz speed because it uses the VIC-II 40 column display. Similarly,
- you should realize that all of RAM 1 is locked out when in 64 mode, so the most
- you can hope of is availing yourself of the 8563 private real estate via a
- terrible bottle neck. Also, I had a 1750 REU plugged in and Wizardry ignored
- it.
-
- As for mazes, most of them are easily remembered without having to plot them
- out on graph paper. The worst part is the flipping from one menu to another
- in agonizing slow mode.
-
- Matthew Montchalin
-
-
- #: 20099 S9/Adventure Games
- 03-Aug-89 01:45:34
- Sb: #20075-#128 games derth
- Fm: John Lewis 72616,1645
- To: Matthew Montchalin 73517,1042 (X)
-
- Hmm, thats too bad. So the statement in the documentation that it uses the
- extra memory in the 128 is not really acurate then.
-
-
-
- #: 20100 S9/Adventure Games
- 03-Aug-89 02:17:00
- Sb: #20099-128 games derth
- Fm: Matthew Montchalin 73517,1042
- To: John Lewis 72616,1645
-
- The 128 has a piece of RAM that is used by the 80 column chip via a teeny weeny
- bottle neck at address $D600 and $D601. The 128 in slug mode can still let you
- poke and peek stuff into the 80 column RAM via these addresses. So *yes*
- apparently Wizardry I is supposedly availing itself of this piece of private
- real estate.
-
- But apparently the designer(s) decided to continuously swap updated info from
- system back to disk, as well as read in data from disk, such as for random
- encounters and reading in sprites and stuff. Unfortunately, the excessive and
- endless data swapping leads to painfully slow adventuring.
-
- OTOH, maybe it is a lot faster with a 1541. I don't want to have to put a 1541
- back together again, because I've got 'em stacked up in a corner. Instead what
- I use is a 1571 and 1581. Oh yeah, I forgot to mention, Wizardry I did not
- execute on a MSD-II dual disk drive with Lawrence Hiler's Fast ROM's installed.
- I guess you can blame that on Sir-Tech's noble idea of disk protection. I
- think it would have been a lot better if they had protected their software with
- a dongle instead.
-
- Matthew Montchalin
-
-
-