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Re: Various

Posted: July 16th, 2017, 4:42 pm
by David
Norbert wrote:Found a bit of info about an old PoP fan website.
[...]
The website was hosted by GameSpy, accessible via Poplegacy.com, and the last version that was online is at Archive.org.
That site has some fun oddities:

The poll on the left (on every page) is the same as one of the past polls of PoPUW: http://popuw.com/poll.html

It claims there was a PoP1 port for Unix: https://web.archive.org/web/20090412090 ... 0/PoP1.php
And it even claims to have cheats for that version: https://web.archive.org/web/20060909064 ... Cheats.php
The Unix link leads to GameFAQs (also note the "mainframe" in the URL) and the codes are a mixture of PoP1 DOS, PoP2 DOS and PoP2 Mac cheats.

Re: Various

Posted: August 16th, 2017, 8:07 am
by R3
re: did you ever wonder why sometimes you end up on a dungeon level then palace level then dungeon again?

i just rationalize this aspect of the game as part of the magic cast by Jaffar.
otherwise, the structure of the game should be something like the Prince starts at, say, 6 levels of dungeon, followed by 6 levels of palace.

would appreciate if someone could enlighten me on the nuances of these levels. how much flexibility does a designer have?

thanks! :)

Re: Various

Posted: August 16th, 2017, 9:25 am
by Norbert
R3 wrote:i just rationalize this aspect of the game as part of the magic cast by Jaffar.
otherwise, the structure of the game should be something like the Prince starts at, say, 6 levels of dungeon, followed by 6 levels of palace.
The shadow at the end of level 6 makes the prince fall down back into the dungeons.

And levels 12a and 12b (13) are a transitional area, where the prince is climbing the tower (and fights Jaffar) to reach the princess.
I can imagine the tower isn't a living quarters and isn't accessed as much, so it doesn't have carpets and such.

Somewhat related is the thread about the Sultan's Palace Layout.

Re: Various

Posted: August 17th, 2017, 2:50 am
by R3
aha!

as always, thank you, Norbert, for your wonderful insights. :)

Re: Various

Posted: August 27th, 2017, 8:12 pm
by Norbert
I wonder if it'd be possible to create a mod that's supposed to be played with your eyes closed. Probably with SDLPoP or MININIM, that the executable is modified to play specific sound effects that indicate the prince leaves a room or enters a different row. I'm not sure if this would work. Too much work to find out too, so I'm just writing about that this is something I was wondering. :)

[Edit: Hm. Or maybe only the prince could be visible and nothing else. Or perhaps just the prince and the potions? Or only the potions, and that one of the potions makes everything visible for half a minute or so?]

Re: Various

Posted: August 28th, 2017, 12:11 am
by Falcury
Interesting idea, maybe using directional sound somehow?

Re: Various

Posted: August 28th, 2017, 9:30 am
by David
Norbert wrote:I wonder if it'd be possible to create a mod that's supposed to be played with your eyes closed.
FYI, there is a type of game that does exactly that: https://en.wikipedia.org/wiki/Audio_game
Norbert wrote:Hm. Or maybe only the prince could be visible and nothing else. Or perhaps just the prince and the potions? Or only the potions, and that one of the potions makes everything visible for half a minute or so?
That sounds somewhat like blind mode (Shift+B).

BTW, ZZT has dark rooms and torches that light up a small area around the player for a limited time.

Re: Various

Posted: October 1st, 2017, 12:54 pm
by Norbert
I wonder if a chomper dancing record could be a thing.
The challenge being to move the prince to the other side after each chomp, as many times in a row as you can.
There's no easy sequence of key presses/releases that can be repeated to survive this endlessly.

(In theory, if we'd find out the number of frames between each chomp, and the number of frames it takes to turn/run/etc., it might be possible to figure out smart running and turning combos (e.g. turn, take 2 steps, turn, take 3 steps, turn, take 2 steps, and repeat that), but in practice to err is human.)