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Just another thing I noticed.

When walking, especially outside, I noticed that the character would appear
to stumble or stagger for a moment. I first thought that this was the
graphic engine stopping to think what the upcoming scenery was supposed to
be. Wrong.

Whenever this occurred, it signaled that the computer had deposited new foes
for a random encounter. Great visual signal to let you get ready,
especially if you stop and wait. Sometimes they come to you. Saves getting
lost since the map isn't there yet.

LOL
 
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On Mon, 09 May 2005 03:51:33 GMT, "Dennis Emma" <d_a_emma@gate.net> wrote:

>Just another thing I noticed.
>
>When walking, especially outside, I noticed that the character would appear
>to stumble or stagger for a moment. I first thought that this was the
>graphic engine stopping to think what the upcoming scenery was supposed to
>be. Wrong.
>
>Whenever this occurred, it signaled that the computer had deposited new foes
>for a random encounter. Great visual signal to let you get ready,
>especially if you stop and wait. Sometimes they come to you. Saves getting
>lost since the map isn't there yet.

Funnily enough I used exactly the same tactic in Fairy Tale Adventure on the
Amiga. It was more noticeable back then though as it ran from floppy! :)
 
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On Mon, 09 May 2005 20:22:58 GMT, Memnoch
<memnoch@nospampleaseimbritish.ntlworld.com> wrote:

>On Mon, 09 May 2005 03:51:33 GMT, "Dennis Emma" <d_a_emma@gate.net> wrote:
>
>>Just another thing I noticed.
>>
>>When walking, especially outside, I noticed that the character would appear
>>to stumble or stagger for a moment. I first thought that this was the
>>graphic engine stopping to think what the upcoming scenery was supposed to
>>be. Wrong.
>>
>>Whenever this occurred, it signaled that the computer had deposited new foes
>>for a random encounter. Great visual signal to let you get ready,
>>especially if you stop and wait. Sometimes they come to you. Saves getting
>>lost since the map isn't there yet.
>
>Funnily enough I used exactly the same tactic in Fairy Tale Adventure on the
>Amiga. It was more noticeable back then though as it ran from floppy! :)

"Faery Tale Adventure". MicroIllusions 1987

You may have forgotten --- the real key to an upcoming battle was
actually the audible change in the background music.

The very first true graphical-adventure game together with appropriate
original battle-effects and mood-music. Gorgeous full-screen, 64-color
graphics, isometric-style presentation, night/day sequences, great
story, super tunes. All created and written by David Joiner. In real
life, David was a synthesizer-music composer and a science fiction and
medieval-fantasy-costume buff, and turned his huge intellectual gifts
to writing this astonishing ( for the time) computer-game.

All on one 880K floppy disk !!! A credit both to the capabilities of
the programmer/composer/musician and to the capabilities of the
Amiga hardware at a time when the PC was 16-color and just
squeaked and burped. A pale port of this seminal game was made
to the PC, but was really crippled by the hardware limitations.
Pity Commodore loused up the development and marketing
of the first true multi-tasking, multimedia computer......

John Lewis
 

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John Lewis wrote:
> On Mon, 09 May 2005 20:22:58 GMT, Memnoch
> <memnoch@nospampleaseimbritish.ntlworld.com> wrote:
>
> >On Mon, 09 May 2005 03:51:33 GMT, "Dennis Emma" <d_a_emma@gate.net>
wrote:
> >
> >>Just another thing I noticed.
> >>
> >>When walking, especially outside, I noticed that the character
would appear
> >>to stumble or stagger for a moment. I first thought that this was
the
> >>graphic engine stopping to think what the upcoming scenery was
supposed to
> >>be. Wrong.
> >>
> >>Whenever this occurred, it signaled that the computer had deposited
new foes
> >>for a random encounter. Great visual signal to let you get ready,
> >>especially if you stop and wait. Sometimes they come to you.
Saves getting
> >>lost since the map isn't there yet.
> >
> >Funnily enough I used exactly the same tactic in Fairy Tale
Adventure on the
> >Amiga. It was more noticeable back then though as it ran from
floppy! :)
>
> "Faery Tale Adventure". MicroIllusions 1987
>
> You may have forgotten --- the real key to an upcoming battle was
> actually the audible change in the background music.
>
> The very first true graphical-adventure game together with
appropriate
> original battle-effects and mood-music. Gorgeous full-screen,
64-color
> graphics, isometric-style presentation, night/day sequences, great
> story, super tunes. All created and written by David Joiner. In real
> life, David was a synthesizer-music composer and a science fiction
and
> medieval-fantasy-costume buff, and turned his huge intellectual gifts
> to writing this astonishing ( for the time) computer-game.
>
> All on one 880K floppy disk !!! A credit both to the capabilities of
> the programmer/composer/musician and to the capabilities of the
> Amiga hardware at a time when the PC was 16-color and just
> squeaked and burped. A pale port of this seminal game was made
> to the PC, but was really crippled by the hardware limitations.
> Pity Commodore loused up the development and marketing
> of the first true multi-tasking, multimedia computer......
>
> John Lewis

Sadly, my Amiga went to Goodwill years ago, or I would check this out.
But my recollection is that the first clue that new foes were coming
was the disk drive spinning up.

Bill
 
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On Tue, 10 May 2005 00:03:02 GMT, john.dsl@verizon.net (John Lewis) wrote:

>On Mon, 09 May 2005 20:22:58 GMT, Memnoch
><memnoch@nospampleaseimbritish.ntlworld.com> wrote:
>
>>On Mon, 09 May 2005 03:51:33 GMT, "Dennis Emma" <d_a_emma@gate.net> wrote:
>>
>>>Just another thing I noticed.
>>>
>>>When walking, especially outside, I noticed that the character would appear
>>>to stumble or stagger for a moment. I first thought that this was the
>>>graphic engine stopping to think what the upcoming scenery was supposed to
>>>be. Wrong.
>>>
>>>Whenever this occurred, it signaled that the computer had deposited new foes
>>>for a random encounter. Great visual signal to let you get ready,
>>>especially if you stop and wait. Sometimes they come to you. Saves getting
>>>lost since the map isn't there yet.
>>
>>Funnily enough I used exactly the same tactic in Fairy Tale Adventure on the
>>Amiga. It was more noticeable back then though as it ran from floppy! :)
>
> "Faery Tale Adventure". MicroIllusions 1987
>
>You may have forgotten --- the real key to an upcoming battle was
>actually the audible change in the background music.
>
>The very first true graphical-adventure game together with appropriate
>original battle-effects and mood-music. Gorgeous full-screen, 64-color
>graphics, isometric-style presentation, night/day sequences, great
>story, super tunes. All created and written by David Joiner. In real
>life, David was a synthesizer-music composer and a science fiction and
>medieval-fantasy-costume buff, and turned his huge intellectual gifts
>to writing this astonishing ( for the time) computer-game.
>
>All on one 880K floppy disk !!! A credit both to the capabilities of
>the programmer/composer/musician and to the capabilities of the
>Amiga hardware at a time when the PC was 16-color and just
>squeaked and burped. A pale port of this seminal game was made
>to the PC, but was really crippled by the hardware limitations.
>Pity Commodore loused up the development and marketing
>of the first true multi-tasking, multimedia computer......

I believe there was a sequel to it also. I still have my copy, along with all
my old Amiga stuff. Didn't have the heart to throw it all out. Maybe one day
it might be worth something. Like a museum. :)
 
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On Tue, 10 May 2005 19:51:58 GMT, Memnoch
<memnoch@nospampleaseimbritish.ntlworld.com> wrote:


>>>>Whenever this occurred, it signaled that the computer had deposited new foes
>>>>for a random encounter. Great visual signal to let you get ready,
>>>>especially if you stop and wait. Sometimes they come to you. Saves getting
>>>>lost since the map isn't there yet.
>>>
>>>Funnily enough I used exactly the same tactic in Fairy Tale Adventure on the
>>>Amiga. It was more noticeable back then though as it ran from floppy! :)
>>
>> "Faery Tale Adventure". MicroIllusions 1987
>>
>>You may have forgotten --- the real key to an upcoming battle was
>>actually the audible change in the background music.

>I believe there was a sequel to it also. I still have my copy, along with all
>my old Amiga stuff. Didn't have the heart to throw it all out. Maybe one day
>it might be worth something. Like a museum. :)


AFAIR, the sequel carried a different title, with subheading of FTA2;
was not written by David Joiner and was mediocre - I did not buy it...

I still have FTA2 and 2 Amigas/monitors that can run it.... And the
original Dungeon Master, plus Chaos Strikes Back...

John Lewis
 
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On Wed, 11 May 2005 01:36:40 GMT, john.dsl@verizon.net (John Lewis)
wrote:

>
>I still have FTA2 ....

Sorry, I meant FTA.....

John Lewis
 
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On 10 May 2005 09:50:13 -0700, "Bill" <wpeterson1@socal.rr.com> wrote:


>>
>> "Faery Tale Adventure". MicroIllusions 1987
>>
>> You may have forgotten --- the real key to an upcoming battle was
>> actually the audible change in the background music.
>>

>Sadly, my Amiga went to Goodwill years ago, or I would check this out.
>But my recollection is that the first clue that new foes were coming
>was the disk drive spinning up.
>

I always wore closed-ear stereo headphones with my Amiga, which would
cut out the sound of the drive, so we are both probably right.

John Lewis

>Bill
>
 
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Lots of games do this in different ways. On most it's very suble but
noticeable.

"Dennis Emma" <d_a_emma@gate.net> wrote in message
news:97Bfe.5849$pe3.2491@newsread3.news.atl.earthlink.net...
> Just another thing I noticed.
>
> When walking, especially outside, I noticed that the character would
appear
> to stumble or stagger for a moment. I first thought that this was the
> graphic engine stopping to think what the upcoming scenery was supposed to
> be. Wrong.
>
> Whenever this occurred, it signaled that the computer had deposited new
foes
> for a random encounter. Great visual signal to let you get ready,
> especially if you stop and wait. Sometimes they come to you. Saves
getting
> lost since the map isn't there yet.
>
> LOL
>
>
 

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