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Conference hydra::amiga_v1

Title:AMIGA NOTES
Notice:Join us in the *NEW* conference - HYDRA::AMIGA_V2
Moderator:HYDRA::MOORE
Created:Sat Apr 26 1986
Last Modified:Wed Feb 05 1992
Last Successful Update:Fri Jun 06 1997
Number of topics:5378
Total number of notes:38326

74.0. "Marble Madness" by ALIBUT::SANTIAGO (Ed Santiago) Wed Aug 06 1986 09:20

    In a disgusting fit of honesty I actually went out yesterday and
    BOUGHT Marble Madness. Shameful. But upon reaching my apartment
    (after terrorizing half the people on Rte 9 in my mad dash to try
    it out) I actually found it was worth it. *Great* game, folks!
    So far I had been surviving on Hack 1.0.1 (I'm going to try and
    port over 1.0.2 when I get back to school and have nothing better
    to do (except study, but who does that?)), Music Studio and Lattice
    C. So now I have a real life arcade game... and a few questions:
    
    Does anybody out there know anything about this game? So far all
    I've figured out is that you have to move around and avoid the
    monster thingys. Once a little magic wand came out and gave me
    some extra time, Lord only knows why. Are there any rules I should
    be aware of? EA doesn't really tell you anything about the game,
    probably assuming you're already familiar with it from the arcades.
    I'm not. Anyone got any hints? 
    
    It seems to me like EA kind of rushed production a bit. The game
    works perfectly, but there are a couple of (admittedly very minor)
    quirks: There's no way to pause the game (that I've found, that
    is); When a game is over, you have approximately 27.2 milliseconds
    in which to take a look at your score before it goes back to the
    options menu, and it doesn't keep a high score list or anything
    similar. Clearly I don't want a list on the disk, but a session-
    wide score list would be nice. Also, the music kind of dies abruptly
    whenever it goes to load a new screen (they could at least have
    specified acceptable breakpoints, or faded it out, right now
    it just kind of gets cut sho). Has anyone else noticed this?
    
    On the plus side, it's pretty fast, the graphics are damn nice, and
    it lets you use the mouse as input device (joystick is recommended
    but not required). It's also very very fun. And even a motor disabled
    klutz like me can get somewhere (I actually got to level four after
    only two hours of playing!).
    
    I highly recommend this game to anyone who likes having fun, and I even
    don't mind too much the fact that I actually paid for it. At least not 
    until my Visa bill comes in.
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74.1joystick vs. trackballREX::MPCOHANMichael Cohan MLO3-6/B16Wed Aug 06 1986 10:1317
    > In a disgusting fit of honesty I actually went out yesterday and
    > BOUGHT Marble Madness. Shameful.
    
    You might consider what effecty rampant software piracy will have
    on the future of your machine.
    
    As to the object of the game:  It's a race.  You have to get from
    the start to the finish before the time runs out.  I don't know
    if the Amiga version supports two players at once, but the arcade
    game is LOTS more fun when two players play, then it's really a
    race!
    
    BTW, the arcade game uses a trackball controller.  The direction
    you roll the trackball controls the direction of your marble, while
    the speed you roll it controls your marbles speed.  How could you
    possibly play the game with a joystick?  How do you control your
    marbles speed?
74.2Turbo power!AK1A::SANTIAGORoads? Where we're going we don't NEED roads!Wed Aug 06 1986 12:0326
    >You might consider what effecty rampant software piracy will have
    >on the future of your machine.
    
    Maybe I should have put a smiley there... actually I've bought
    practically everything I own for the Amiga, it's just that my other
    machine was an Atari 800 and I had $thousands worth of stuff for
    it which I got from friends in college. It's kind of hard to get
    used to buying the stuff :-).
    
    Back to the topic at hand, yes it allows a 2 player game (question:
    What happens if in the 2 player version one player goes really low
    in the maze and the other one just stays up? Does one of the players
    get shoved off screen? I don't have any other input devices, and
    don't know many people in the area anyway, so I won't be finding
    out for a long time. What does the arcade version do?).
    
    As to speed, the documentation says that by pressing the joystick
    or left mouse button you can give your marble an extra boost of
    speed ("Turbo" they call it. It's also practically the only thing
    the documentation says apart from "Insert disk - boot machine").
    Playing with the mouse, I haven't noticed any significant difference
    between moving it slightly in one direction and zooming it all the
    way across my desk (and knocking over half the junk on it!) in a
    desperate attempt to keep from falling over a cliff. So I guess
    the speed factor isn't really well implemented. Maybe in a future
    release?
74.3gameREX::MPCOHANMichael Cohan MLO3-6/B16Wed Aug 06 1986 12:183
    If one player gets way ahead of the other, the program moves up
    the other marble back to the middle of the screen, but subtracts
    from his time to compensate.
74.4Speed - Secret mazeGVAADG::CHRISTOPHEFri Jun 19 1987 07:1314
    - Re 74.2                  
    
    The "Turbo effect" is well implemented : what you have to do is
    to press left button of the mouse WHILE moving it (fire button for
    the joystick). So the movements will be more precise and quickier.
    
    
    			-< Secret maze ? >-
    
    Does anybody know if there is a secret maze in the game for Amiga
    (a 7th maze) ? I read an advertisment for the C64 talking from a
    secret way to find to have an "extra race". Perhaps this option
    is not implemented on the Amiga version ? I tried to find this way,
    but I didn't succeed in.
74.5Run from RAM?MEMORY::BERKSONWhat&#039;s that in the road - a head?Tue Oct 20 1987 17:495
    Is it possible to have Marble Madness run from VD0: to speed up
    the loading of the boards? Do I have to do anything besides copy
    all the files to VD0: and run from there?
    
       mitch
74.6Usenet ways to run MM from RAMMEMORY::BERKSONWhat&#039;s that in the road - a head?Thu Dec 10 1987 09:0561
Newsgroups: comp.sys.amiga
Path: decwrl!labrea!jade!ig!uwmcsd1!marque!gryphon!pnet02!hrlaser
Subject: Re: Installing MarbleMadness! in RAM:
Posted: 9 Dec 87 07:31:06 GMT
Organization: People-Net [pnet02], Redondo Beach, CA
 
[email protected] (Bernie Cosell) writes:
>
>I'm not sure quite where to ask about this (can one ask the MarauderII
>folks directly?): what I'm trying to do is get MarbleMadness to run
>out of RAM:.  I have an A2000 with piles of memory, and I _know_ I've
>seen MM run off of a hard disk, so I think it _ought_ to be possible.
>In addition to an honest-to-god store-bought, registered copy of MM,
>I also have MarauderII (again, h-t-g, s-b).  MII _did_ back up MM with
>no problem, so it runs fine off a spare floppy (in fact, I'm not even
>sure right now WHERE I put the original master...sigh...).
>
>
>  /Bernie\
>
 
Okay...dug this file out of the attic... make a backup of your MM
(Marauder II should handle that) and then make the following the
startup-sequence::
 
loadwb
makedir ram:c
copy c:copy ram:c
assign m: MarbleMadness!:
cd ram:
assign c: ram:c
copy m:#? ram:
copy m:c/??? c:
copy m:c/?????? c:
copy m:c/b#? c:
copy m:c/m#? c:
 
Then click on the MM icon as usual to start the game.. everything should run
out of ram.  No more gronking between levels of the game.  
 
By the way, E/A, how come this fine game of yours can be launged from an icon
but one has to reboot when done playing it. C'mon, you can do better than
that!
 
+------------------------------------------------------------------+
|  Harv Laser - Chairman (sysop) The PeopleLink AmigaZone    //    |
|  PeopleLink: CBM*HARV                                    \X/     |
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Newsgroups: comp.sys.amiga
Path: decwrl!labrea!rutgers!mcnc!ece-csc!ncrcae!ncr-sd!crash!pnet01!spierce
Subject: Re: Installing MarbleMadness! in RAM:
Posted: 9 Dec 87 08:56:16 GMT
Organization: People-Net [pnet01], El Cajon, CA
 
Try the decoder again.  I have broken Marble Madness with Marauder II, and it
now runs fine from a RAM disk.
Stuart

74.7MEMORY::BERKSONWhat&#039;s that in the road - a head?Fri Dec 11 1987 09:195
    I tried that startup-sequence from .6 and it didn't work. It fails
    on the second command saying that command makedir couldn't be found.
    Is there something missing? I'd really like to run MM from RAM:.
    
       mitch
74.8MEMORY::BERKSONWhat&#039;s that in the road - a head?Sat Dec 12 1987 16:5726
    If anyone's following this, here's another way to get Marble Madness
    into RAM.
    
Newsgroups: comp.sys.amiga
Path: decwrl!ucbvax!husc6!bbn!cosell.bbn.com!cosell
Subject: Running MarbleMadness! off of a hard disk or RAM:
Posted: 11 Dec 87 05:44:08 GMT
Organization: BBN Laboratories Incorporated, Cambridge, MA
 
 
Thanks for your replies, but, prompted by trying to merge the various
schemes that came in, I've discovered what is surely the EASIEST technique
that works just fine:
 
  pop your MM disk into a drive.  From a CLI do:
      protect MarbleMadness!:c/sigfile rwed
      delete MarbleMadness!:c/sigfile
 
Done!  Really.  Now your MM disk is sanitized, and you can just do:
      copy MarbleMadness!: <wherever you want> all
      <pop out the disk>
      assign MarbleMadness!: <wherever you put it>
 
and you can now click on the icon and away you go.  Thanks all!
 
   /Bernie\