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John Plaster

529 bytes added, 02:58, 30 November 2020
Interview
'''GMK:''' How so?
'''JCP: ''' We only have about180 bytes of usable CPUmemory. This is where I keptmy linked list for my monsters.Because of its size, Iwas limited to maybe ninemonsters. I said that was probablygood meaning that if Ihad fifteen monsters thatwould have probably madethe game too difficult. As faras chip utilization goes, thegame has one GROM and oneROM inside the CommandModule. The GROM chip wasused for the graphics, and theROM chip for the 9900 code-the ac tual actual programming ofthe game. I used all the memoryavailable in the ROM, andhad quite a bit left over in theGROM. If I needed to, Icould have put some of thedata I had in the ROM intothe GROM. '''GMK: ''' Did the basic gamescenario change any as theprogramming evolved? '''JCP: ''' First of all, therewasn't any real scenario atthe beginning. It was just acapture-type game-monstersattack ships, and ships shootmonsters. When the game wasjust about completed, a fullscenario was developed to fitthe game elements. Managementreally had some problemsrationalizing my Western-type background with aspace theme. At first, myscenario consisted of an oldghost town being taken overby the government for a nuclearpower site, with the inevitable inevitable nuclear accident occurring that causes the monsters to be generated ... Somewhere along the line, management got upset by the idea of anything nuclear happening - especially a nuclear accident oc-so that scenario was completely thrown out, and eventually settled on the present [[Tombstone City|Tombstone City: 21st Century]] [in which players find themselves in the 21st Century in an Old West ghost town threatened by an invading hoard of green alien monsters-villainous creatures called morgs who live on tumbleweeds and people].
==Game Credits for John Plaster==

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