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June 20 Westfront I originally wrote "Westfront", a text adventure game, on the Commodore 128. It took part in cities and towns across Norway, including Oslo, Bergen, Trondheim and Stavanger. There was also a Flora Island just off the coast of Bergen. For fun, I added in a Smurf village into the game. Papa Smurf, Handy Smurf, Jokey Smurf and Brainy Smurf populated the village and outer Smurf Forest. I made sure to include Gargamel's castle, along with Gargamel and Asriel, his pet cat. Other areas included a Red Wood forest, where climbing one particular tree with a well worn ladder built-in to it led to a grassroof hut high atop the forest; a grassy plain and gorge; a Shadow Castle (floating above the sky, in a clearing); a murky pond; rolling hills; a village church; a town shop; a dying forest; a burnt forest; a thick woods; a large cave; a raging river; and, finally, the Island of Flora (where a lighthouse provided light for incoming ships). (According to Wikipedia.org, Oslo is 453 km2 in area; Bergen 465 km2; Trondheim 341 km2; Stavanger 71 km2. I made certain to include specific geographical figures when spacing out and mapping the adventure.) To make gameplay easier, I included eight function key commands, including "GO NORTH", "GO SOUTH", "GO EAST", "GO WEST", "INVENTORY", "LOOK" and "MAP". Typing map would prompt the player to view either an Exterior Surface Map, or an interior surface map. Selecting the first option (exterior map), a blue and white colored geometric landscape (eight sprites fused together) was displayed, with a flashing white dot showing the players current location. On the map would be approximations of where cities such as Bergen and Trondheim were in relation to the adventurer. The interior surface map, on the other hand, displayed (graphically) the interior rooms of the tavern, church and other locations. I made about 4-5 rooms like this, but was running low on memory so I just included a minimal amount. A sprite title, "WESTFRONT" was displayed, above a scrolling window. "Westfront" occupied 197 blocks on disk, along with two sprite files, "SPRITE" (3) and "WEST-TITLE" (3) and a SEQ data file "WESTDATA" (74). I lost the original adventure to the Save-With-Replace bug back in 1996 or so. I recoded the game from an older version, but it just wasn't the same. I tried using unscratch and unformat utilities, but to no avail. It was truly lost for good. Paul June 16 Drinking In 1995, I went to a party in east Flagstaff. It was a 2-kegger and
lots of people were there. It got out of hand quickly. People bickering
and fighting, making out, getting really drunk. I recall that the party
throwers had a dog that they allowed to drink beer. The dog passed out
after lapping up a ton of it.
My friends quickly got tired of the party and wanted to leave, but when we all got in the car, they said that someone needed to stay behind to clean up. Naturally, I stayed behind. Not ten minutes later, the cops show up and bust the party. The party throwers are arrested, and me and my friend Stretch were issued citations for drinking while not yet 21. I paid the $125 fine, but Stretch was stupid and signed the wrong name. They took him away in the patty wagon. He eventually had to pay a $375 fine. In high school, also in 1995, I threw a party at my parent's house when they were away at The Masters (golf tournament in Georgia). It was a 2-kegger and over 100 people showed up. The cops eventually broke up the party (I wasn't there). I heard a friend of mine had tossed someone in the pool for writing bad checks. Paul June 10 More on Westfront In 1995, I had the novel idea of incorporating a Smurf Village into my long lost game, Westfront. I had actually begun Westfront in 1993 in BASIC 2.0 on the Commodore 64. But when memory constraints got too tight, I converted it between 1994 and 1995 into a 206 block adventure game on disk in Commodore 128 mode. I wasn't sure whether or not to include Smurfette, so I just included the basic smurfs -- Papa Smurf, Handy Smurf, Jokey Smurf and Brainy Smurf. On a well-worn ladder heading into the treetops, in the Redwood Forest, the player would find a wise troll meditating in a grassroof hut. The guru would eventually talk to the player about the magic of the forest, and even give him special items helpful in his (or her) quest. Other areas in the game included Stavanger, Oslo and Trondheim, plus plenty of forestland, lush green meadows, a murky pond, two different castles (besides Shadow Castle), Shadow Maze, raging river, plateu, gorge and farmland. Paul A post on Westfront, my long lost game The original Westfront (for the Commodore 128) took part in Norway and Smurf Village. The player had over 80 rooms and 80+ nouns to choose from. I think I limited verbs to around 30 or 31. With all the data and everything else, I had 7877 bytes free. A quirk of the game is that loading one of the sprites caused two errors in Line 0 (because I calculated the sprite ending at 4096, which is the start of BASIC, I believe). I had to manually fix that line every time I restarted a new game from an old one. Another problem, much later, was that loading "Westfront" and then "Backup" both produced ?DISK READ ERRORs about 190 blocks into the load. This meant that going up to Brainy Smurf in Smurf Forest and examining him caused an ?UNDEFINED STATEMENT ERROR. There was no way past this error because the last 7 blocks of the program were inaccessible due to the ?DISK READ ERROR. I have this theory that electromagnetic isotopes interfere with the mylar disk film and cause ?DISK READ ERRORs. As of 2009, I have written some 45 adventure games for a variety of platforms, but the original Westfront will always be my favorite. I recoded it from an older version in 2002, but it wasn't the same. Too many areas from the original were left out, as well as some of the items attainable. I found some extensive notes around the house which were written in 1995 or so. They outlined changes to be made to my adventure game "Westfront". Several new items and monsters -- including Mordimar and Brainy Smurf -- were listed as "changes to be made". There were also unique weapons and items such as the Bow of Armidia and Crown of Armidia. Additional monsters included: Mastodon, Ghost, Goblin, Werewolf and Green Dragon. An intricate "help" function was also listed in my old notes. It would suggest certain things in the different rooms in which the player typed "help". Example: in the main town's guild, it suggests: "Played any cards lately?" The player could then play some cards, winning over a valuable ally (Tursk the Paladin). The real time clock was used, set to TI$="000000" at the beginning of the game's listing. I also made sure to clear all variables with the CLR command. The total file size, with the combat system and everything else incorporated, was approximately 206 blocks in length in BASIC 7.0 (40-column mode). Due to the length of the main program, I saved the two sprites used in the game to disk rather than as DATA statements. There was also a Cave of Time located somewhere near Bergen. The player entered a long and twisting tunnel...up ahead was a pale green light and many voices singing in unison (or was it a single voice?). Once the player reached the end of the cave, he (or she) encountered the Oracle of Time. The Oracle would ask the player if he (or she) wanted to travel either back or forward in time. Depending on the response, the player could go to secret locations within the game. At Bergen, the player found a shop, a tavern, a well and a small guild. There were also docks in western Bergen. Taking a boat, the player travels to Flora Island where a large lighthouse is visible. Exploring the lighthouse, he (or she) finds a backpack and other useful items (such as the wolfsbane). On the beach of Flora Island was lush vegetation and towering palm trees. The water would often splash the player's feet from an ebbing tide. I added a Shadow Castle in the game where Mordimar, Evil of the Ancients, resided. He was the main "evil" character in the adventure. To reach Shadow Castle, the player had to incant a magical ring under a "deep blue sky" in the middle of a large and vast clearing. Once down, the player would be teleported to the Shadow Castle courtyard, where a few rooms west and north would be the throne room where Mordimar sat. Fighting Mordimar was quite difficult, even if the player had good armor and weapons. He had a special attack through the use of a lightning bolt that would decimate the player and he (or she) would lose the battle. The only way to defeat Mordimar was to avoid his powerful lighting bolt. Paul June 04 Hypothetical situation In 2,000 years, archeologists from the planet Earth uncovered a time capsule, circa 1984. In it is a collection of C64 games and utilities, plus a breadbox C64, a 1702 monitor and a 1541 disk drive. There are also manuals included in some obscure language known as English (recall that Aramaic , the language of Jesus, died after several hundred years of use). What do you think scientists will remark about the find? Will they look at it as a "prehistoric" find, where the technology is low-tech and virtually useless? Or will they cherish the items and place them in a museum? Paul |
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