Teletext

Mar. 11th, 2006 07:52 pm
davidn: (Default)
[personal profile] davidn
I have now achieved the debatable accolade of having been on Teletext twice. The first time it was when Digitizer still existed - someone requested a solution to Simon 2 and I sent in my guide. The trouble was that the paragraph I supplied was too long and they had to trim it, meaning my carefully crafted help came out largely as gibberish. This time, it's as part of a feature on freeware games.

Teletext

For anyone outside Europe, I should explain that Teletext is a basic news/information service broadcast through the television, and is run by an old BBC Micro somewhere in Broadcasting House's attic. It's a bit like the Internet, except even more unreliable and slow.

Date: 2006-03-11 08:31 pm (UTC)
From: [identity profile] raphx.livejournal.com
Woot!

Does it still switch to the next page when you're only halfway through the current page?

Date: 2006-03-12 09:49 am (UTC)
From: [identity profile] raphx.livejournal.com
The worst thing was, if you were to press HOLD to stop it from going to quickly, you'd end up missing the next page when you were ready, and would have to wait for it to loop all over again to see it.

Date: 2006-03-11 08:34 pm (UTC)
From: [identity profile] tweeasfuck.livejournal.com
I am sad, but I just went 'Oh my God, appearing on Teletext is so cool!'

Date: 2006-03-11 09:09 pm (UTC)
From: [identity profile] e-to-the-ipi.livejournal.com
I'm not the only one!

And I was just hit with a feeling of sadness that Teletext will probably go the way of the testcard as of 2012. That's weird.

Date: 2006-03-11 09:24 pm (UTC)
From: [identity profile] malefact.livejournal.com
We've got a BBC B at home. It's as old as I am and still works. Great little machine, imo - the first computer I ever used. I sat down aged four and never looked back; learnt to read using the user guide, dabbled in trigonometry and algebra etc. I recommend programming to anyone as a way of sharpening the mind.

Teletext... good old mode 7 with all those specialised ASCII codes for double-height, background and foreground colour etc. - not to mention flashing colours, the frequencies of which were controllable either by *FX or OSBYTE. :)

Date: 2006-03-12 08:11 pm (UTC)
From: [identity profile] kibet.livejournal.com
I never knew they had a game of through the dragon's eye. that freaky ass crow still appears in my imagination when I am reading about a bad dude. if there is more than one then they are the ones from dark crystal.

Date: 2006-03-13 01:24 am (UTC)
From: [identity profile] wilddon121.livejournal.com
I rememebr we watched Through the Dragon's Eye in school.... Primary 4 I think it was, we had a BBC Micro there with the game. Is it sad that one of my main accomplishments at Primary school was actually being one of the only people there who could get the BBC Micros (and later Mac LC2's) to do anything useful?

Date: 2009-03-30 07:38 pm (UTC)
kjorteo: Photo of a computer screen with countless nested error prompts (Error!)
From: [personal profile] kjorteo
:shot - #zap shot - Arg I've been shot - #restart - :shot - Arg I've been shot again still impresses (well, mostly frightens, but probably also impresses at least a little) Slither to this day.

Date: 2009-03-30 07:47 pm (UTC)
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Malfunction)
From: [personal profile] kjorteo
Well, I hadn't seen this entry before, and you just linked me to it now!

When I posted that Magicentipede script in my journal, Slither seemed particularly concerned about how I claimed I had gotten around size limits by hiding the code in the walls, because he wasn't used to there being size limits, and had no idea what I was talking about as far as hiding the code in the walls. Hiding code in the walls? Really, now.

So I explained how the object with that script was placed inside the walls and made to look like them, the actual walls surrounding it making it completely immobile and completely impossible for the player to actually touch. Then I gave a brief explanation of the #bind command. When I was finished, he looked at me as though I had just drawn a pentagram on the floor and sacrificed a cat right before his eyes.

Date: 2009-03-30 08:20 pm (UTC)
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (^o.O^)
From: [personal profile] kjorteo
You know, that's a very good question...and depending on the answer, all the enemies in Adventure of Sam behave either exactly as intended, or on a sort of "whoops, it wasn't supposed to parse quite like that, but the end result is still the same, so I won't fiddle with it" level. They work, either way....

I have a reputation as a bit of an engine guy (which basically means I do things with ZZT that are scary even to other ZZTers), which the Adventure of Sam boss battles no doubt illustrate...I've found that many of my more complicated and ambitious projects "feel" unstable and like they're held together by bubblegum and hope as I'm hammering them out, but as long as they actually work in the end and the player is unable to break them, there isn't really a need to go back and make the code prettier. I mean, this is ZZT we're talking about.

And yes, it's actually somewhat alarming how normal ZZT code looks and feels once you sink deeper and deeper into the madness. Slither's horror is a source of great amusement for me, but was actually a little unexpected at first. "What? Those are just commands that change labels into comments and back at runtime so that objects can have multiple copies of the same label and sense how many times something has happened based on which is the first label that hasn't been commented out yet. What's so strange about...oh, right."
Edited Date: 2009-03-30 08:23 pm (UTC)

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