Re: [stella] Boulderdash - musings and screen demos

Subject: Re: [stella] Boulderdash - musings and screen demos
From: Erik Eid <eeid@xxxxxxxxx>
Date: Thu, 3 Apr 2003 18:16:46 -0500
On Thursday 03 April 2003 07:34, Thomas Jentzsch wrote:
> Yes, I think Boulderdash is a game that might suit the SuperCharger very
> well. The problem for me (and probably for Andrew too) is, that I would
> like to have something physical. And then IMO a cart is way better than a
> tape.

What about a CD?  That's what I was thinking of.  It's probably easier to burn 
a CD with the audio file than record a tape (though I did the latter years 
ago to play Oystron and Dark Mage) - certainly for mass distribution.

> An option would be a cart with extra RAM, which (AFAIK) is currently
> developed.

My goodness... all the emulator authors must be quaking in their boots now.  
:)  We have to support _what_?!?

It's an exciting development.  Hopefully developing for it won't be too 

On Thursday 03 April 2003 14:44, Ronald A. Laski, Jr. wrote:
> Boulderdash had a time limit on every level, so complete dirt removal is
> impossible, IIRC.

On Thursday 03 April 2003 14:11, Christopher Tumber wrote:
> >There are about 10 different thingies.  Butterflies, wall type 1,
> >surrounding wall, etc...
> [...]
> Can all of these objects appear on every level? Or can they be limited
> somewhat (ie: levels can have butterflies or ameoba but not both)?

>From what I remember of the Boulderdash Construction Set, you did have a 
limited playfield size - one screen in the bonus levels, four (?) in the main 
levels.  However, you could have any amount of anything within those limits.  
You can freely mix all sixteen elements in any combination in any level.

I wonder how the original games worked... did they keep references to each 
object in memory or just use the video RAM to hold everything?  For instance, 
when it's time to move a butterfly, would the program just scan video RAM for 
a butterfly, then move it?  (It would have to make sure not to move something 
twice!  Perhaps like the Game of Life, it needed two buffers, one for the 
current board layout, and one for the new one.)

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