Final Words and Credits
PREVIOUS: Navigating Stages
As a hunter, you will need to exercise patience when targeting the challenges. An arrow can miss, especially if the challenge is moving at the time. Challenges will move throughout the stage somewhat randomly, but will also occasionally loiter for brief times. As a general hint, aim for the body, not the feet.
You can aim by rotating your bow around you, using the 4 and 6 keys.
(J / L on C64)
A BLESSING is issued by pressing B, which we leave their purpose to be discovered. PERSISTENCE is used by pressing NUMPAD-0 (K on C64), which is used to recover your HEALTH. Like arrows, both these options are limited in quantity. The quantity remaining is shown across the bottom of the STAGE.
If your HEALTH reaches 0, you are defeated and must restart the game. At the top of the game map display will be announced “GAME OVER.”
When all challenges are defeated, you will be prompted to press F to proceed to the next stage. Before doing so, be sure to recover arrows from defeated CHALLENGES.
Heed this final advise: There is said to be an orb lost within these lands. It was lost by a traveler long ago, who was unconcerned about it since he said that this orb had only one final usage remaining. What the orb would do he did not say, but the traveler was said to have excellent stamina!
Seek the lost orb, as it may assist you greatly in this adventure!
Even if you find the orb, how do you activate it?
(hint: press the key that is in the shape of an orb!)
Go forth adventurer! A great evil has awakened within the mountains of this island, seize your destiny to bring peace and serenity back to its inhabitants. May the guidance of your persona steady your aim!
NOTE: The island inhabitants are unaware of the curse, as it happened quite a long time ago. Learn more here.
The game programming, map design, and this documentation was done by Steve Lewis. The DH graphics and logo created by Amy Lewis.
Aspect of the game were inspired by Pac-Man (STAGE ACTS and orb concept), Frogger (STAGE 3), Zelda (collect BOW), 1942 (stage-effects), King’s Quest (supporting story concept), the Ultima-series (virtues), and our homemade board-game Spider Moon Domination.
Various tools were essential for the development of this media:
PET/C64/APPLE2 PORT (all using 6502 processor)
- cc65 (C compiler for 6502 and the corresponding assembler and linker)
- Olaf Seiber’s 1994 newsgroup post on the “PET RAM memory map” provided technical information on useful kernel system calls to help speed up certain game functions, access the system clock, and enable the non-gap “graphics mode” of the PET.
- The c64-wiki provided useful C64 color and joystick address information.
- thelbane for notes on violin sound effect for Apple][ LINK
- AppleWin LINK
TRS-80 PORT (Z-80 processor)
- z88dk (C compiler for Z-80 TRS-80 system binaries)
- trs-80.com had various articles for explaining TRS-80 addresses of interest and performing sound
IBMPC PORT (8088 processor)
- WATCOM C (C compiler for x86 16-bit real-mode .COM binaries) LINK
- tuttlem various articles helped me understand WATCOM inline assembly, but the one that helped me the most was this
- DirMaster (D64 reader for Windows), instrumental in facilitating access to the MapEditor output files to be pasted directly into the source code.
- WinImage (DOS disk image reader/writer for Windows, essential for injecting files on the Windows 10 system onto ancient floppy disk images)
- notepad++ (the only editor used to write the source code)
- Microsoft Paint and the Microsoft Office suite (for creating my own PET Character Set reference sheets)
- VICE (Commodore PET/C64 emulator) LINK
- trs80gp (TRS-80 emulator) LINK
- PCem (IBM-PC emulator) LINK (ROMs) [Tandy alt]
- WinWorld (archive of vintage IBM PC software) LINK
- vbc @ lemon64.com for fun excursion on the Solar System Calculator LINK
- Special Thanks to The 8-Bit Guy, creator of PETSCII Robots (and other great projects!), who was an inspiration for completing the DH project!