On 2004-05-10 16:33, MartinUK wrote:
From memory, the Alternative reissue of Who Dares Wins 2 was uncompletable.
Did it miss the last level(s)? Or did it crash as soon as a certain level was completed? I had the original Alligata version and I was able to complete it.
Heartland being uncompletable is extremely ironic, because didn't the game's plot centre around finding an old book in the loft, becoming engrossed in it, and finding that the final chapter had been torn out?
Heartland is uncompleteable? Really? I remember getting stuck after I had found 4 pages. But that was because I couldn't figure out which way to go after that.
I'm surprised no one has mentioned that Kwik Snax crashes as soon as you reach 80,000 points - although it might be possibel to complete it by scoring less than that.
I distinctly remember completing Kwik Snax back in the day, but I've no idea what my score was. I've never heard about it crashing at 80,000 points before.
Sorry to revive an old thread, but I think this is better ettiquette than starting a new thread when one on the topic already exists...
Xavior by PSS is, to my mind, impossible to complete without cheating; according to the inlay, the doors to the final chamber (at the bottom right of the maze) are supposed to open when the last DNA fragment is picked up, but I've played the sodding game through *twice* and the doors don't open even if one also purges all the bugs! :(
Maybe the doors open if one collects all the DNA AND does something else (purge all the bugs, open all the doors and use all the orbs?), but I can't be bothered to play that crap one second longer to find out... (The final chamber doesn't even open if one goes through the door on the right edge of the maze which leads out of the maze altogether; I don't know what if any purpose this door is supposed to serve, or if it's just another error.)
SO, unless anyone discovers differently, the only way to get to the Xavior ending is to use the teleport cheat to get into the last room, as I did for Speccy Spoilers...
I never make misteaksmistrakesmisyaleserrurs — oh, sod it.
After seeing this thread again, I revived my interest in playing Heartland, a game which I merely brushed over all those years ago.
Sure enough, as I collected the last piece, it crashed exactly as Morty had predicted.
So I had a little mooch and came up with an 8 byte fix (It was 1 byte off having the room to make a 1 byte fix) even though the ending is easy enough to invoke whatnot.
org $5e4d
defb $ed, $f3
org $f3ed
defb $32, $41, $be, $c3, $e8, $bc
You can get Morty's snap from Jimbo's Speccy Spoilers, load it up, then assemble above into any emu that supports, erm, assembling. Will work if you ever want to start a game from scratch too. Alternatively, just poke the values in directly.
There was an spanish interactive fiction (text adventure) game called "Cozumel" that was released with a bug. In a place, you had to say the name of a goddess to enter into the pyramid, but instead of that, if you wanted to go there, you had to say the direction (say south - "decir sur"). After the bug was detected, you could envy the game with the bug to be replaced with another one without that problem.
I'm surprised no one has mentioned that Kwik Snax crashes as soon as you reach 80,000 points - although it might be possibel to complete it by scoring less than that.
This is due to a LDI instruction running in conjunction with a DJNZ ie. the LDI decrements the counter to zero then it has to cycle another 256 times resulting in the crash soon after.
Every 10000 points you get an extra life upto a maximum and the error occurs when it tries to print the life onto the screen.
The simple fix for this is Poke 50812,201
...which disables the printing of the extra life to the screen.
Although you will not see that you have received an extra life every 10000 points you will most certainly have still gotten it and can bravely soldier on.[1]
[1] There again, being a Codemingers game, perhaps the best advice would be to sling it in the nearest bin instead.
On 2004-09-14 22:44, [email="robert@fm"]robert@fm[/email] wrote:
Sorry to revive an old thread, but I think this is better ettiquette than starting a new thread when one on the topic already exists...
Xavior by PSS is, to my mind, impossible to complete without cheating; according to the inlay, the doors to the final chamber (at the bottom right of the maze) are supposed to open when the last DNA fragment is picked up, but I've played the sodding game through *twice* and the doors don't open even if one also purges all the bugs! :(
Maybe the doors open if one collects all the DNA AND does something else (purge all the bugs, open all the doors and use all the orbs?), but I can't be bothered to play that crap one second longer to find out... (The final chamber doesn't even open if one goes through the door on the right edge of the maze which leads out of the maze altogether; I don't know what if any purpose this door is supposed to serve, or if it's just another error.)
SO, unless anyone discovers differently, the only way to get to the Xavior ending is to use the teleport cheat to get into the last room, as I did for Speccy Spoilers...
This one has quite a nice ending compared to some.
The doors *do* appear when you've linked all the DNA's. Certainly you need do no more, purging all the bugs etc. is not required.
The problem with this game is that whenever you pick up a piece of DNA it checks whether you have collected them all.
Unfortunately, the game checks this BEFORE incrementing the total ie. you have just collected the 256th DNA but the game still thinks it is the 255th when performing the check.
Of course it needs confirming by Mr. Robert that there are for certain only 256 DNA pieces to collect.
[Xavior] has quite a nice ending compared to some.
Really? :o I think I can recommend you a good psychiatrist... :D (unless you mean the above for all values of "nice" equalling "overlong and boring"...)
Of course it needs confirming by Mr. Robert that there are for certain only 256 DNA pieces to collect.
There are indeed exactly that many; apart from the fact that there is only room on the DNA Strand Display Screen for a strand 256 fragments long and no more, I for one should know how many fragments there are because I did the sodding map...
[ This Message was edited by: robert@fm on 2005-03-28 23:00 ]
I never make misteaksmistrakesmisyaleserrurs — oh, sod it.
On 2005-03-28 22:59, [email="robert@fm"]robert@fm[/email] wrote:
There are indeed exactly that many;
In that case, Poke 61630,5 is all that is required to fix the game. It seems that the author didn't even finish it himself otherwise he would have spotted that.
For you personally, to see the doors appear as they were meant to, without playing it all the way through again, you can start a game and then enter the following...
Poke 30719,235
Poke 23343,62
Poke 23344,62
You can now leave the first room either to the RIGHT and then DOWN or leave it by going DOWN and then RIGHT.
In that case, Poke 61630,5 is all that is required to fix the game. It seems that the author didn't even finish it himself otherwise he would have spotted that.
For you personally, to see the doors appear as they were meant to, without playing it all the way through again, you can start a game and then enter the following...
Poke 30719,235
Poke 23343,62
Poke 23344,62
You can now leave the first room either to the RIGHT and then DOWN or leave it by going DOWN and then RIGHT.
Actually, the last two are the "teleport cheat" I've mentioned several times; it's a bit quicker if you POKE POKE 23343 with 62 and 23344 with 63, then go right, as this takes you straight to the finish room without going through an intermediate room. :p
On 2004-03-11 15:42, Malcolm Hope wrote:
I remember reading one of Stuart Campbell's articles in YS which stated that New Generation's 'Cliff Hanger' had a bug which stopped it being completed.
From the 'YS Complete Guide to 3D Games' in the WOS Archive...
The one fly in the eye is the bug on the Apollo 13 screen, rendering the game unfinishable.
and playing it through indeed results in an almighty crash on level 15.
Grrrrr! Well, there's certainly a bug on the 'Apollo 13' level.
Taking off with the rocket carefully strapped to your back results in you falling repeatedly from the top to the bottom of the screen before finally crashing to earth. You don't see the crashing to earth bit but you can certainly hear it.
Now depending on the next level selected by the game, it will now continue, either with the Kamikaze or Apollo 13 level, or... crash.
The crash is the result of the game unable to locate one of two additional screens and hence you never get to play them.
Here's the full list of the levels...
Level 1 Screen 1 Boulder Dash
Level 1 Screen 2 Three Chances
Level 1 Screen 3 The Seesaw
Level 2 Screen 1 Great Railway Journeys
Level 2 Screen 2 The Bommerang
Level 2 Screen 3 The Cannon
Level 3 Screen 1 The Unloading Station
Level 3 Screen 2 Chuckie Bomb
Level 3 Screen 3 Two Chances
Level 4 Screen 1 The Circus Act
Level 4 Screen 2 Bombs Away
Level 4 Screen 3 The Faraday Screen
Level 5 Screen 1 The Powerball
Level 5 Screen 2 The Time Bomb
Level 5 Screen 3 The Delivery Wagon
Level 6 Screen 1 Breakaway
Level 6 Screen 2 Getting Your Own Back
Level 6 Screen 3 The Seesaws Revenge
Level 7 Screen 1 The Trajectory
Level 7 Screen 2 Dead Weight
Level 7 Screen 3 The Signal Box
Level 8 Screen 1 The Rebound
Level 8 Screen 2 The Red Herring
Level 8 Screen 3 Shake Loose
Level 9 Screen 1 First On The Left
Level 9 Screen 2 The Space Invader
Level 9 Screen 3 The Recoil
Level 10 Screen 1 Which One
Level 10 Screen 2 The Artillery Train
Level 10 Screen 3 The Blitz
Level 10 Screen 4 Bounce To Boulder Dash
Level 11 Screen 1 Confused You Will Be
Level 11 Screen 2 The Artillery Train
Level 11 Screen 3 To Much Gauss
Level 11 Screen 4 Hi Tech Boulder Dash
Level 12 Screen 1 Where Did That Come From
Level 12 Screen 2 Great Railway Journeys
Level 12 Screen 3 Zap
Level 12 Screen 4 Double Shot
Level 13 Screen 1 No Where To Run
Level 13 Screen 2 Just Survive
Level 13 Screen 3 No Duck No Luck
Level 13 Screen 4 Drop In On You
Level 14 Screen 1 Sheer Heart Attack
Level 14 screen 2 The Red Herring
Level 14 Screen 3 The Bouncing Lemming
Level 14 SCreen 4 The Fatal Act
Level 15 Screen 1 Kamikaze
Level 15 Screen 2 Apollo 13
Level 15 Screen ? Mobile Gun Command
Level 15 Screen ? One Small Step For A Man
51 levels in total
We'll slot the missing screens back in then and have another look. It doesn't crash anymore but there are major problems with these screens still.
>Kamikaze
This one is OK. No work required.
>Apollo 13
As stated previously, taking off with the rocket causes you to repeatedly fall down the screen. What should happen is that you fall through the hole, the screen should flip, and hopefully land on Mr. Bandit's head and squash 'im.
We'll recode the level then to make sure this happens. Also, taking off with the rocket causes a graphical glitch (there are a number throughout the game) whereby the
rocket sticks in mid air so we will also reposition the rocket slightly to the other(invisible) take off point to stop this happening.
>Mobile Gun Command
This looks like the 'Drop In On You' screen except you don't stop in the middle to 'Drop In' and continue to the right whereupon it crashes. The screen, for a level 15'er, looks decidedly unfinished? so we will sneakily redirect it to the Artillery level and save us a bit o'graft redesigning the level.
>One Small Step For A Man
You can take off with the rocket easily enough (rocket glitch here too) but when you land on the far side to push the boulder you will find that you just walk straight through it and thus the level is impossible.
Another bit of recoding then to tell the game that there is indeed a ruddy great
boulder right before our eyes and we would like to push it onto Bandit Man's head if
we may please.
That's about it then. If you want to be 1st to finish it, get crackin'...
This might seem a bit vague, but I can remember buying a budget re-release of 'Rastan', the game of the coin-op 'Rastan Saga'. I can't quite remember what went wrong, but it was one of those multi-part loaders, and I believe shortly after the second part loaded there was a sequence which was uncompletable... because there were no monsters at all? Anywhere?
I didn't dream it, honest. I think I ended up playing the game for only a short while, because it was quite easy - you just run to the right, hitting 'fire' a lot - but it wasn't possible to get past a certain point, no matter what I did... thing.
Going back to Ninja. I remember this quite well from it's release as it was my favorite game for AGES when I first brought it and I remember that it crashed all over the place! you could never tell when it was going to crash or why it had done as it was totally random. The .tap file on WoS emulates this perfectly! I was never able to complete this game either due to the crashes. On the rare times that the game did allow me to get to the top floor the backgrounds seemed to corrupt and go all funny!...Great game...bugged to hell!
Also wasn't Airwolf un-finishable? I for one could very rearly get past that bloody wall, and when I did manage it there was another bloody wall to get through!
The version of U.N.Squadron distributed in Spain was impossible to complete cause when you finished level 8, the game crashed and sent you to the spectrum initializing page. It happens in all the games from Spanish users I have been anle to play.
Corsarios has another bug too, but if you play carefully you can complete it, although the game is pretty hard too.
I too remember that sinking feeling as either nothing happened or the speccy reset in Ninja. It used to bug me so much.
I'm glad someone mentioned it crashing in emu's because(although only played a handful of times) I've not seen it crash in an emulator yet!!! I was starting to wonder if they released a fixed version after it being slated for crashing so much.
Apparently not. :(
ASpec.
"I should use simulator loosely 'cos I don't think it's quite like this on the beach with helicopters and fires and the jumping beach buggy" - paulisthebest3uk 2020.
Hi,
I was trying to complete Rastan and came to the point which seems a dead end. When I reach the end of level 6 and walk next to a big window the game should teleport to the fight scene with level boss (like it happened in level 2 and 4). However nothing happens... I'm stuck.
I submitted my RZX file to RZX Archive.
Maybe somebody could have a look if I'm doing something wrong or if it is a bug in the game.
It's impossible to complete NETHER WORLD. There are no enough diamomonds on 7th and 9th levels.
Not.
As an example for Level 9, take a look at this. I've made a hole (1) in the wall using a 'Brick Smasher' and pushed that round thingymajig (2) to the point shown.
Then I've pushed another round thingymajig there as well and the spiky ball wotsit is now bouncing left>right and right>left instead of travelling around the whole of the inside of the wall. All to do now is to make another hole where the spiky ball is hitting the wall which just so happens to be in line with the yellow shreddie.(3)
You'll have to do that a few more times on level 9 and just once on level 7 as you are only 2 short. Don't forget you can push these to the place shown to make these.
On 2005-08-17 21:07, Ralf wrote:
When I reach the end of level 6 and walk next to a big window the game should teleport to the fight scene with level boss (like it happened in level 2 and 4). However nothing happens... I'm stuck.
The fix for Rastan is Poke 59729,42: Poke 59730,44 *** for both 48k and 128k versions.
***Enter at start of level 6
However, there is another unrelated bug(unchecked) in the 128k version when you reach the end of level 7 insomuch that the speccy resets :o
Could do with somebody else testing that out.
Comments
Bytes:Chuntey - Spectrum tech blog.
I distinctly remember completing Kwik Snax back in the day, but I've no idea what my score was. I've never heard about it crashing at 80,000 points before.
Xavior by PSS is, to my mind, impossible to complete without cheating; according to the inlay, the doors to the final chamber (at the bottom right of the maze) are supposed to open when the last DNA fragment is picked up, but I've played the sodding game through *twice* and the doors don't open even if one also purges all the bugs! :(
Maybe the doors open if one collects all the DNA AND does something else (purge all the bugs, open all the doors and use all the orbs?), but I can't be bothered to play that crap one second longer to find out... (The final chamber doesn't even open if one goes through the door on the right edge of the maze which leads out of the maze altogether; I don't know what if any purpose this door is supposed to serve, or if it's just another error.)
SO, unless anyone discovers differently, the only way to get to the Xavior ending is to use the teleport cheat to get into the last room, as I did for Speccy Spoilers...
misteaksmistrakesmisyaleserrurs— oh, sod it.Sure enough, as I collected the last piece, it crashed exactly as Morty had predicted.
So I had a little mooch and came up with an 8 byte fix (It was 1 byte off having the room to make a 1 byte fix) even though the ending is easy enough to invoke whatnot.
org $5e4d
defb $ed, $f3
org $f3ed
defb $32, $41, $be, $c3, $e8, $bc
You can get Morty's snap from Jimbo's Speccy Spoilers, load it up, then assemble above into any emu that supports, erm, assembling. Will work if you ever want to start a game from scratch too. Alternatively, just poke the values in directly.
Whatever happens after level 20 the game is a loop the looper and reverts to level 1.
I am inclined to think that there has been a little mathematical whoopsy and the fix for this game is...
Poke 32540,20
Correct. It crashes after the High Jump. The reason being that the program has just jumped to where it thinks the seventh event is located.
Erm, there are only six events :roll:
The fix for this game is...
Poke 26178,6
Here's the problem with this one...
The trouble with this one is that 'A' is never[1] loaded with a value greater than 7Fh and to produce the carry we need bit 7 set (at least 80h).
hmmm...Could this well work on the real thing rather than an emu?
A Fix of sorts then... Send it round the other way with SRL A.
Poke 36271,63 does the business.
[1] not in the time it takes to smoke a rolly anyway.
Anarchy will only crash if you have been cheating!
The correct procedure after level 16 has been completed is...
Repeatedly start Level 17 (Black screen as it doesn't exist) with time of zero to get rid of any remaining lives in order to end the game.
If you are cheating with Time/Lives pokes then the program is unable to do this.
Solution: Save a snap before the end and return ALL cheats to their original values.
This is due to a LDI instruction running in conjunction with a DJNZ ie. the LDI decrements the counter to zero then it has to cycle another 256 times resulting in the crash soon after.
Every 10000 points you get an extra life upto a maximum and the error occurs when it tries to print the life onto the screen.
The simple fix for this is Poke 50812,201
...which disables the printing of the extra life to the screen.
Although you will not see that you have received an extra life every 10000 points you will most certainly have still gotten it and can bravely soldier on.[1]
[1] There again, being a Codemingers game, perhaps the best advice would be to sling it in the nearest bin instead.
This one has quite a nice ending compared to some.
The doors *do* appear when you've linked all the DNA's. Certainly you need do no more, purging all the bugs etc. is not required.
The problem with this game is that whenever you pick up a piece of DNA it checks whether you have collected them all.
Unfortunately, the game checks this BEFORE incrementing the total ie. you have just collected the 256th DNA but the game still thinks it is the 255th when performing the check.
Of course it needs confirming by Mr. Robert that there are for certain only 256 DNA pieces to collect.
If so, the fix for this game is...
Poke 61630,5
Third time lucky? :)
Really? :o I think I can recommend you a good psychiatrist... :D (unless you mean the above for all values of "nice" equalling "overlong and boring"...)
There are indeed exactly that many; apart from the fact that there is only room on the DNA Strand Display Screen for a strand 256 fragments long and no more, I for one should know how many fragments there are because I did the sodding map...
[ This Message was edited by: robert@fm on 2005-03-28 23:00 ]
misteaksmistrakesmisyaleserrurs— oh, sod it.In that case, Poke 61630,5 is all that is required to fix the game. It seems that the author didn't even finish it himself otherwise he would have spotted that.
For you personally, to see the doors appear as they were meant to, without playing it all the way through again, you can start a game and then enter the following...
Poke 30719,235
Poke 23343,62
Poke 23344,62
You can now leave the first room either to the RIGHT and then DOWN or leave it by going DOWN and then RIGHT.
Actually, the last two are the "teleport cheat" I've mentioned several times; it's a bit quicker if you POKE POKE 23343 with 62 and 23344 with 63, then go right, as this takes you straight to the finish room without going through an intermediate room. :p
http://korax1214.port5.com/spectrum/pokefile.txt :) (grab it while yopu can, peeps)
misteaksmistrakesmisyaleserrurs— oh, sod it.From the 'YS Complete Guide to 3D Games' in the WOS Archive...
and playing it through indeed results in an almighty crash on level 15.
Grrrrr! Well, there's certainly a bug on the 'Apollo 13' level.
Taking off with the rocket carefully strapped to your back results in you falling repeatedly from the top to the bottom of the screen before finally crashing to earth. You don't see the crashing to earth bit but you can certainly hear it.
Now depending on the next level selected by the game, it will now continue, either with the Kamikaze or Apollo 13 level, or... crash.
The crash is the result of the game unable to locate one of two additional screens and hence you never get to play them.
Here's the full list of the levels...
We'll slot the missing screens back in then and have another look. It doesn't crash anymore but there are major problems with these screens still.
>Kamikaze
This one is OK. No work required.
>Apollo 13
As stated previously, taking off with the rocket causes you to repeatedly fall down the screen. What should happen is that you fall through the hole, the screen should flip, and hopefully land on Mr. Bandit's head and squash 'im.
We'll recode the level then to make sure this happens. Also, taking off with the rocket causes a graphical glitch (there are a number throughout the game) whereby the
rocket sticks in mid air so we will also reposition the rocket slightly to the other(invisible) take off point to stop this happening.
>Mobile Gun Command
This looks like the 'Drop In On You' screen except you don't stop in the middle to 'Drop In' and continue to the right whereupon it crashes. The screen, for a level 15'er, looks decidedly unfinished? so we will sneakily redirect it to the Artillery level and save us a bit o'graft redesigning the level.
>One Small Step For A Man
You can take off with the rocket easily enough (rocket glitch here too) but when you land on the far side to push the boulder you will find that you just walk straight through it and thus the level is impossible.
Another bit of recoding then to tell the game that there is indeed a ruddy great
boulder right before our eyes and we would like to push it onto Bandit Man's head if
we may please.
That's about it then. If you want to be 1st to finish it, get crackin'...
Completely Fixed Version here
I didn't dream it, honest. I think I ended up playing the game for only a short while, because it was quite easy - you just run to the right, hitting 'fire' a lot - but it wasn't possible to get past a certain point, no matter what I did... thing.
Also wasn't Airwolf un-finishable? I for one could very rearly get past that bloody wall, and when I did manage it there was another bloody wall to get through!
Ending is here and complete RZX is here. Please bookmark these sites. They exist for the purpose of answering questions like this. :)
It's impossible to complete NETHER WORLD. There are no enough diamomonds on 7th and 9th levels.
Corsarios has another bug too, but if you play carefully you can complete it, although the game is pretty hard too.
C U
I'm glad someone mentioned it crashing in emu's because(although only played a handful of times) I've not seen it crash in an emulator yet!!! I was starting to wonder if they released a fixed version after it being slated for crashing so much.
Apparently not. :(
ASpec.
I was trying to complete Rastan and came to the point which seems a dead end. When I reach the end of level 6 and walk next to a big window the game should teleport to the fight scene with level boss (like it happened in level 2 and 4). However nothing happens... I'm stuck.
I submitted my RZX file to RZX Archive.
Maybe somebody could have a look if I'm doing something wrong or if it is a bug in the game.
Not.
As an example for Level 9, take a look at this. I've made a hole (1) in the wall using a 'Brick Smasher' and pushed that round thingymajig (2) to the point shown.
Then I've pushed another round thingymajig there as well and the spiky ball wotsit is now bouncing left>right and right>left instead of travelling around the whole of the inside of the wall. All to do now is to make another hole where the spiky ball is hitting the wall which just so happens to be in line with the yellow shreddie.(3)
Look what's happened to the yellow shreddie. (4)
You'll have to do that a few more times on level 9 and just once on level 7 as you are only 2 short. Don't forget you can push these to the place shown to make these.
The fix for Rastan is Poke 59729,42: Poke 59730,44 *** for both 48k and 128k versions.
***Enter at start of level 6
However, there is another unrelated bug(unchecked) in the 128k version when you reach the end of level 7 insomuch that the speccy resets :o
Could do with somebody else testing that out.
The 48k version will work just fine though.