Showing posts with label Apple II. Show all posts
Showing posts with label Apple II. Show all posts

Monday, June 24, 2013

Another Curiosity, the "Creative Adventure Disk"

This is just a short post to throw something out in hopes that some reader or other will have information.
 
I stumbled upon some unusual Eamoniana (I'm coining a term here) today while going through WorldCat: the "Creative Adventure Disk," Apple II software published in 1986 by an Australian company called Select Software. It is described as:
Create your own dungeons and dragons adventure game. Compatible with Eamon series. Suitable as an educational aid.
Select Software, it appears, distributed Eamon proper before releasing this, so this is presumably not Eamon. Moreover, the system spans four disks, so it's clearly robust.
 
The reference can be found at WorldCat with OCLC number 225973575. No libraries seem to have a copy. If you've encountered this software, I'd love to learn more about it.

Tuesday, December 04, 2012

Eamon Deluxe 5.0 for Nintendo Wii

I now have Eamon Deluxe running on the Nintendo Wii. It is a fully functional copy which contains all of the options and features of every other version available. The only requirements are a writable SD card, the DOSBox app and a USB keyboard. Go count rats in the Beginner's Cave or get lost wandering about The Shopping Mall... all from the comfort of your living room.


I do apologize for the poor picture quality, I took them using my phone and a stone age TV, plus I didn't have time to edit them as I had not planned to have something this cool working tonight. It was kind of a spur of the moment idea and the actual screen display is much clearer than these pictures would indicate. Even if they were a bit fuzzy, though, who would complain? It's Eamon on the Wii. How fun is that? It has been a good year for the Guild indeed.



This version will be available for download within the next few days, along with packages for Windows, Mac OS X and Linux. And, as a holiday gift to the Eamon Community, I'm adding the option to launch other DOS programs instead of Eamon Deluxe at start up, including an interactive menu that lets you navigate folders and select programs manually saved in the Eamon Deluxe home folder on the SD card and attempt to launch it. Want to play oh... say, "Wasteland" or "King's Quest" on your Wii? Simply copy them onto your SD card, pop it in the Wii and let Eamon Deluxe do all the mounting, configuring and other such work for you.


And, yes, I know that there is a big question which will be first on everyone's mind, so I will save us all time and answer it right now: Yes, Eamon Deluxe on the Wii really does have 100% of the features and functionality as the other versions, so no worries, I assure everyone that they can still play the beloved Beagle Bros game, Hang Person!




Eamon Deluxe was made cross-platform compatible by the work of the DOSBox Team. Stop by their homepage and give them a hug (or a small donation) sometime. Happy holidays and best wishes to everyone in the Eamon community.

         -Frank




Saturday, December 01, 2012

Reviews for newest Eamon adventure, "Stronghold of Kahr-Dur".

In this previous post, I mentioned a new Eamon Deluxe adventure and promised to release a stand alone copy along with a review. Shortly after that, I (optimistically?) thought that Eamon Deluxe was going to be ready for public release and, since it would be included, delayed putting together the stand alone copy. Obviously there was much more work to be done on Eamon Deluxe than I predicted and somehow I managed to completely forget about posting anything more about the adventure on the blog.

Although I did email the author copies of the reviews I received, I do feel a bit bad for not giving his very well written adventure the attention it deserved. Eamon Deluxe actually is about to be released this time, so it will be made available with the full system rather than as a stand alone, but here are the two reviews which were written for that newest entry into the Eamon adventure library, "Stronghold of Kahr-Dur" by Derek C. Jeter. (Screen shots were posted with the previous blog.)


Derek has also announced that he is working on a second adventure! He recently posted a screen shot on the Eamon Guild's facebook page.



Eamon Deluxe adventure #24
The Stronghold of Khar-Dur
by Derek C. Jeter

Description: You are milling about the hall of free adventurers when the burly Irishman approaches. "A raven just arrived carrying a message for you," he says grimly. You take the piece of parchment from him and read the hastily scribbled letter. It is from your brother, Jollifrud, who lives in the wealthy city of Fharnor.

He states that a terrible menace has haunted a long-abandoned mountain fortress, known as Kahr-Dur, that overlooks the town. This unnamed menace has been quietly kidnapping the city's denizens during the night which has led to a general state of fear and anxiety. Even worse, Jollifrud's daughter Lady Mirabelle is among those who have been seized. He begs you to journey to Fahrnor and help him rid the city of this great evil once and for all...


Reviewed By: Thomas Ferguson
Special Features: Difficulty scales to character's level, Atmospheric effects
Playing Time: 1-2 hours
Reviewer Rating: 9                  Average Rating: 8.5 (from 2 reviews)
Difficulty Rating: 7                   Average Rating: 7

 
Comment: "Stronghold of Kahr-Dur" was initially described to me as having a "classic Eamon" flavor and I think this is an apt assessment. The plot is a straightforward "damsel in distress" scenario, paying homage to the classic dungeon crawls of yesteryear, with a heroic companion by the player's side and nasty enemies to defeat. "Stronghold," however, is by no means a derivative work.

Where this adventure shines, I think, is in its execution. The descriptions of rooms and artifacts are detailed and moody while avoiding being verbose. The design is likewise excellent; the different areas of the map are very distinct from one another and are naturally laid out. While the puzzles tend to involve a fair amount of backtracking to complete, the layout of the map prevents this from making such forays overly tedious.

There is a very effective blend of fighting the bad guys and solving puzzles. On the former point, the author has added a nice feature that assigns the attributes of the enemies based on the values of the adventurer's strongest weapon; this ensures that the difficulty scales to meet the experience of the character. Though going through "Stronghold" with a brand-new character saw him swiftly trounced, playing with my old standby adventurer, wielding a souped-up canister of Smylex (retrieved from "Batman!!" in the Worst of the Classic Adventures collection), still proved a challenge. The puzzles can be intuitively solved without resorting to using the HINTS command though still demand some reasoning on the part of the player. In short, little in "Stronghold" is outright given to the player; success must be earned.

"Stronghold" also takes pains to incorporate a number of effects and special features and they are employed successfully due to their subtlety. Often, special effects in Eamon, when present, tend to come off as gimmickry; in the case of "Stronghold," effects are employed seamlessly to add to the atmosphere of the map. I was surprised after looking "under the hood" at the number of effects programmed into the adventure; I'd been enjoying the adventure too much during the playthroughs to notice that they were being employed. And this is precisely how it ought to be.

A further, satisfying feature of the adventure is the clearly outlined quest and the explicit indication in the endgame of having "won" or "lost." I'd have preferred to have read a bit more storyline detailing what happens after the player leaves the fortress- Eamon in general tends to be unbalanced in its proportion of prologue to epilogue- but the mere acknowledgement that the player has been successful is enough to make "Stronghold" stand in distinction to most of the [Eamon] canon.

The writing and programming of "Stronghold of Kahr-Dur" are top notch. While itsauthor doesn't try and reinvent the wheel, the adventure succeeds in refining many of the traditional tropes of Eamon to produce one of the best "dungeon crawls" Eamon has seen.


Reviewed By: Luke Hewitt
Reviewer Rating: 8                    Average Rating: 8.5 (from 2 reviews)
Difficulty Rating: 7                     Average Rating: 7

Comment: The best summation of stronghold is that it is what many of the more childish, combat-heavy classic adventures hoped to be when they grew up. The plot is absolutely typical of the genre: An evil necromancer is causing havoc in a far off town, kidnapping an important lovely damsel along the way (these evil sorcerers really should learn to only kidnap ugly, unimportant people). However, what really stands out in this game is the staggeringly good atmosphere that Derek has managed to create. Though there are many, many empty rooms in the large map, I never felt bored or uninterested since even the majority of empty rooms still have detailed descriptions which are not limited to visible objects and features, but distinct smells and sounds as well. A nice touch of special programming also comes into play as it randomly flags up extra atmospheric effects such as gusts of wind, distant howling, feelings of fear and other contributions to the already stunning environment.

I was extremely pleased to find that the dusty, abandoned castle where you first start out is not the only environment you visit in this map either, as I later progressed to a dark and rugged series of caves, a gloomy forest, and other unique settings. As I mentioned already, the overall map is quite large and this is definitely an Eamon for explorers since several later portions of the game can become rather maze-like; though I encountered no "trick" exits or random room connections: and it's possible to navigate without getting lost as long as you keep track of where you have been and where you haven't explored yet.

One thing I did find a little jarring in this adventure is the total absence of embedded artifacts. I was occasionally quite sorry to have a fascinating object such as a statue of a warrior or a wizard's tome mentioned in a description, but not be able to examine it. Though, once I stopped trying to EXAMINE things, I came to appreciate how the artifacts that did exist were used in clever and interesting ways to create puzzles without the use of embedded objects. I can clearly understand the logic and reasoning behind the author's choice of artifact usage, even though it's not a choice I would have made myself.

One minor disappointment was that, despite the extremely well crafted atmosphere and clear quest, the plot still felt a bit unfinished and anti-climatic in some respects. For example, though the intro story mentioned that many local citizens had been disappearing, but I only actually found the "brother" I started the game with and the aforementioned damsel in distress for companionship. Also it was never made explicitly clear who exactly the evil necromancer was or what his nefarious motivations were. Even when within his lair, I found no altars to mysteriously nasty gods nor preparations for unpleasant enchantments, plans for domination, etc.-- just the captive damsel who was quite two dimensional and really seemed to be there just for decoration (after all, the lair of any good necromancer has to have an attractive, chained up maiden as part of the decor).

As I mentioned, your only companion is your loyal "brother"-- whether that is a friendly title to describe a comrade-in-arms or a literal relation was never explained, but I personally chose to interpret it as the first option, since I prefer to imagine my characters' background and family tree myself. Unfortunately, this "brother" is almost as two dimensional as the damsel in distress; this is an area that could have greatly benefited from some special programming, perhaps allowing him to speak to you or comment on what was happening throughout the adventure, it felt particularly flat when I rescued what may or may not have been his daughter (and therefore my character's niece).

The puzzles aren't overly challenging provided you take care to pay attention to the descriptions. The map layout can get rather complex especially towards the end, which certainly added to the challenge. One tip: though not exactly a puzzle, the author probably should have mentioned somewhere in the game that a "knock spell" is a magical enchantment used to open stubborn doors and/or other barriers. I learned this myself from playing other RPG games, but "Stronghold" could have been a bit unfair, had I not already known this.

I give this one a 7 (out of 10) for its difficulty rating. The high rating, however, is not merely based upon the moderately challenging puzzles or the large, twisty map alone, but rather comes mostly from the combat. I give extra credit to Derek here as well because, instead of loading the place with hoards of weaker enemies, he intersperses the largely empty map with interesting monsters and very tough battles, which which adds far more significance to the standard Eamon hack'n'slash approach. My medium strength character (with a 2D6 weapon) was often down to the wire, and it took the proper use of spells and artifacts to win several fights, despite having the included "brother" (who is a very hardy companion) from the start.

The big boss fight itself also deserves special mention as it is one of the better examples of special programming being used in combat that I've ever encountered, and very much stays consistent to the theme of facing off against a powerful, evil sorcerer who is capable of using dreadful magic against you. I'd definitely advise people pump up before trying this one, especially on their magic spells.

There are several tough fights, which are actually completely avoidable through clever navigation and which really could have used some sort of small reward or mention to generate a deserved sense of accomplishment (indeed given that one of them was against a group of animated skeletons).

All in all though, Stronghold of Kahr-Dur is an extremely well written Eamon Deluxe adventure, both in a literary sense as well as the inclusion of special programming. It has a classic "dungeon crawl" flavored plot, a clear quest, multiple combat fests against interesting opponents, challenging exploration and a fantastic atmosphere which is continuous from start to finish. Despite the few shortcomings I mentioned, it's still an outstanding game overall and I highly recommend it. With the dramatic combat, strong atmosphere, puzzle solving, or just the challenge of exploration and mapping, there is something for everyone. I give it an 8 out of 10 for the overall enjoyment rating.


Saturday, November 17, 2012

A Strange, Commercial Eamon for the Apple II

A little more Eamon archaeology. Back in 1985, a company named "Load'N'Go," a subsidiary of "Green River Publishing," itself a subsidiary of "ShareData," released to great fanfare (or not) The Adventurer Series, a series of games for the Apple II essentially repackaging Eamon. At this time, Eamon was primarily distributed commercially through public domain houses like 3A, and this seems totally legitimate to me. What is borderline insidious about The Adventurer Series is its methodical excision of every trace of its creators.

This is the story about how Eamon literally made its way onto store shelves without Donald Brown (or any other Eamon author) making a cent.


The "authors" of The Adventurer Series didn't merely remove Brown's name and call it a day. In order to make this work "original," there are some changes and "enhancements." Care was taken to revise the weapon abilities in an unusual fashion; the "spear" becomes a "pole arm" and the "sword" category becomes "slashing." Some of the changes are inexplicable; the command "drink" becomes "quaff" and "ready" becomes "prepare." Likewise, while the Load'N'Go Beginner's Cave maintains the map of the standard one, the descriptions are methodically rewritten with the one original contribution being some odd references to a mythical "Lord Gumby" (don't ask me to explain). Playing through its Beginner's Cave feels like reading a research paper by a knucklehead freshman plagiarist.

The interface is, to be fair, significantly revamped. Like Bill Martens' modified Eamons displaying a player's stats (which works well and deserves to be checked out), The Adventure Series seeks to display relevant statistics constantly during the game. In practice, though, the execution of this feature is clunky, taking up over half of the screen, leaving the player with effectively an 18 column display. (If the jump from 40 columns to 80 columns is a significant leap, then this represents an even more significant leap backwards.)


As far as I can tell from an advertisement in the May 1986 issue of Family Computing, there were three disks released: The Beginner's Cave, Cave of the Mind, and River Adventure, a rebranded Zyphur Riverventure.


Disk images of the first are abundant; I'm unable to locate the latter two but I presume they fall into the same plagiarist tradition of the former (though there is through November 19th, 2012 an ebay auction for the third disk; I don't have the $20 to buy it but I'll buy a drink to anyone who grabs a disk image). It looks as though someone picked up the item. The offer still stands, though; I'll buy a drink to anyone who gets me a disk image.


We do have the box art for River Adventure though that for Cave of the Mind is not available. Looking at the box art further suggests that the adventure closely follows the Jim Jacobson classic.


Unlike some of the recent Apple II finds like Eamon Pro, The Adventurer wasn't "lost" (at least the main disk wasn't). It's been hiding in plain sight all along. Indeed, there's a playthrough of The Adventurer Series in the "Let's Play" style up on Youtube right now:


If the reader's thirst is whetted by this video and wants some pure Load'N'Go action for him or herself, the disk image for the first disk can be downloaded at apple2.org. The source of the art for The Beginner's Cave is the quite excellent Museum of Computer Adventure Game History at www.mocagh.org and the source for the art from River Adventure is the site www.thelegacy.de.

Updated to include River Adventure box art 11-18-12.

Sunday, October 14, 2012

Apple II Eamon "Le HLM Maudit" ("The Tenement of the Damned")

So in my first post for this blog, I described what I knew about the French conversion of Eamon for the Apple II and immediately began seeking disk images. While I was hoping that they'd be out there, I suspected that what would turn up was a run-of-the-mill Main Hall with a Beginner's Cave merely translated into French. (Did you know that "pirate" is French for pirate?)

But what we got was something entirely different: "Le HLM Maudit," or (with some license in translation), "The Tenement of the Damned," written by J.M. Menassanch. ("HLM" denotes a particular type of subsidized housing and "Maudit" as an adjective means "cursed" or "damned.") It appears to be a short, twenty room romp through the banlieues, with a handful of monsters and written for beginners.

In full disclosure, two points ought to be mentioned. For one, well, it's in French. Moreover, there is a bit of corruption in the disk image that must be sorted out. While the data is all intact, the Main Program has taken a beating. With only one effect, though, I imagine that this obstacle can be overcome relatively easily with some backwards engineering. Stay tuned as I hope to have a translated, working .DSK available soon.

I'm very grateful to Jean-Marc Boutillon of boutillon.free.fr and Arnaud Brossard of apple-iigs.info, both of whom put up with my much-atrophied French and provided much help in securing the disk images.

An additional expression of gratitude is in order. If the reader looks over to the side bar, the reader will notice that this is the thirty fifth post this year. Applying a bit of arithmetic, the reader will also note that were precisely thirty five posts from the site's conception in 2004 through 2011. There's now been as much activity this year as the previous seven years combined. To everyone who has contributed and made this such a good year for Eamon, you all have my gratitude as well.

Updated to reflect the name of the adventure's author.

Tuesday, October 09, 2012

Glimpse into "Bird's Paradise," a Lost Eamon...

The internet-trawling I've done in search of lost Eamons this past year has been rather fruitful, with quite a few disk images recovered. Sadly, sometimes "lost" really means "lost." But I find that in focusing on the recovery of disk images, it's easy to miss the important feature of Eamon: the stories that are told. Truth be told, I think being told about the content of a lost adventure is just as good as finding it.

Paul Balyoz has been kind enough to share his recollections of such an Eamon, an adventure he wrote titled "Bird's Paradise," and has graciously allowed me to share it here:
As I recall, playing Bird's Paradise went sort of like this: You started in your apartment up high in an apartment building, and in one room there was a bird cage with a bird, like a Parrot. He was... [a] "friend", so he would follow you around throughout the game and not attack you (unless you attacked him first). Exploring your house you realize there is an open window, so you go out the window and onto the ledge. Walking along the ledge you can go in the open window of the apartment next to you, and there's a different bird in there - I think it was a Toucan. The Toucan is your friend too, and follows you around. Now you have two friends.
At the end of the level you confronted the enemy - an Evil Bird King and four ravens, I think, who immediately start attacking! It's a giant epic melee, you and your four friends attacking the evil birds alongside you... [S]ince you have friends who are attacking the enemy, the enemies would not just focus on you - everyone gets one "swing" per turn, and so you'd be swung-at about 1/5th of the time (because you have 4 other pals). The odds were in your favor, but you could still die, just due to random occurrence of being attacked more than normal; or being too novice of a character. 
Paul was also generous enough to provide a related anecdote which will be humorous to any veteran Eamonaut:
I was all proud of my Eamon adventure and played it a few times before unleashing it on the world. A day or two later I invited a friend over to play it. He had a pretty advanced character that I felt would probably survive the end-battle that I didn't tell him about. He had fun playing it - then, when he got to the epic battle he did something I never thought of - the room happened to be a four-way intersection, so he typed "flee" and fled to another room! He did that over and over again, until only one enemy was in the room with him - then he'd attack that monster until it was dead, go back and do it again! "Hey," I said, "that's cheating!" Later I realized, no, it's just an advanced strategy when playing Eamon adventures. 
Paul's blog can be found at paulio10.wordpress.com and is filled with interesting reflections on myriad topics. In particular, the original post that led me to contact him is a charming and sincere meditation on memory and is well worth a read.

Wednesday, September 05, 2012

Glimpse into "The Palace of Mirrors," a Lost Eamon

In trying to find disk images for the French version of Eamon (detailed in the last post to the blog), I ran across this alluring line from the site mensanator.com:
For the record, I was the author of DUNGEON #222 THE PALACE OF MIRRORS written for THE WONDERFUL WORLD OF EAMON in the early 80's. Although donated to the local Apple ][ user group, it never made it into the Eamon archives that exist today and is probably lost. Luckily, my Turbo Pascal port source code is still extant, so there is a remote possibility that it may be resurrected.
Now, while it may not be as compelling a task as, say, recovering the lost works of Empedocles, I've made it a bit of a mission in the past year to recover lost Eamons. Irrespective of the quality of writing or programming, each Eamon is a little fragment of its author's psyche, encoded in ones and zeroes. I have a difficult time thinking such things ought to be allowed to "go gentle into that good night."

So what's to do? Email the Mensanator, of course.

Unfortunately, the Mensanator was unable to locate the files. But he was kind enough to share the following glimpse into the work:
I always tried to put a unique twist in each of my games. In The Palace of Mirrors, the twist is how would a barbarian interpret the modern world (the Palace of Mirrors is simply a glass skyscraper with mirrored windows). Can he figure out how to use an elevator or a pay-phone? Can you imagine what would happen if he invokes the POWER command when standing next to a 3-prong outlet? Will he recognize that the "box of scrolls" is simply toilet paper, and thus worthless whereas he should take the piles of greenbacks?
This very novel approach certainly had the potential to have been a great Eamon and makes its loss all the more unfortunate.

The Mensanator also described a couple of Eamon-related adventures written specifically for PASCAL, The Land of the Midnight Sun and The Haunted Castle:
In the former, the adventurer starts aboard a ship frozen in ice in the arctic. In that game, I added a COLD function that would accumulate points each turn based on the weather (it was much colder climbing the glacier than walking through the forest. The adventurer had to accumulate burnable objects like twigs and pine cones to keep warm, otherwise, he would freeze to death. Assuming he found the flint and tinder before leaving the ship, he [this didn't come through in the email]... Your quest was to find a magic firestone to free the ship from the ice. If you found it, you could magically burn any object such as weapons or treasure (which you might have to do when lost in a field of snow while snowblind).
I also wanted to develop projectile weapons skills, so not only did I place a crossbow in the ship for him to find, but a novel way to use it. He encounters a monster in a cage. If you swipe at it with a sword or club, the blow simply bounces off the cage bars. The monster also has a crossbow and you quickly learn that a crossbow can shoot between the bars (of course, the BLAST spell would work in a pinch).
In The Haunted Castle, the adventurer is knocked unconscious and wakes up with his gold, armor, and weapons taken from him. His quest is to wander the castle and find them (and any treasure he finds along the way). Instead of COLD, there is an apparition that appears and casts a BLAST spell. If the adventurer makes it to the basement of the castle, he will find a head on a stake that will provide immunity.
Perhaps one of these will turn up eventually. The internet is a huge and tangled place, after all, in which nothing really disappears. Until then, at least we have some record of these lost adventures.

The reader is invited to check out www.mensanator.com as well. (There is a bit of salty language to be found, if you worry about such things.)

Sunday, September 02, 2012

Eamon Pour Les Francophones

For any readers of the Eamon Blog of French extraction, tired of having to deal with Eamon for the Apple II in English and hoping to transact with Hokas Tokas et al. in their native tongue, there may yet be hope.

It appears that Eamon had enough of a following in France to warrant a translation, Le Monde Merveilleux d'Eamon, distributed by two companies- Vif Logiciels Domaine Public and Reseau Planétaire. (The Eamon Dragon seems to have made an appearance in the former's game Connall as well.)


According to the collective wisdom of the internets, the Main Hall, Designer Disk, and a handful of adventures appeared in French. 


The mind runs wild with thoughts of the sorts of adventures must have been written for the system. A one-room dungeon adapting Sartre's No Exit
GO NORTH
YOU CAN'T LEAVE THE ROOM! 
Or, perhaps, a dungeon inspired by Of Grammatology?
EXAMINE SIGN
THE THESIS OF THE ARBITRARINESS OF THE SIGN MUST FORBID A RADICAL DISTINCTION BETWEEN THE LINGUISTIC AND THE GRAPHIC SIGN!
In seriousness, though, it would be interesting to see what became of this system. Disk images appear to exist, judging from the existence of screenshots (witnessed above) and mention on some message boards. Readers can learn about as much as I know by visiting http://boutillon.free.fr/Underground/Jeux/Connall/Connall.html, from which I took the above screens (there's an interesting examination of the provenance of the dragon there as well). 

Have you played this? Have copies of the disk images? Can you explain Derrida? Leave a comment!

Tuesday, August 28, 2012

History of 'Imagery', the Commodore 64 Eamon cousin. Part 1

The following was excerpted out of a recent email from Thomas Ferguson to me. For those of you who just Googled "Eamon" for the first time in decades due to a sudden case of 8 bit nostalgia (or are confused and disappointed because you came here looking for the one-hit rapper):

Thomas is an active historian/archaeologist/preservationist for Donald Brown's "Vanilla" Eamon and all other things which mutated from that text adventure/RPG combo masterpiece of yore. He also happens to be one of the best author's ever to pen an Eamon adventure (A Runcible Cargo) and is also the current editor/publisher of the revived Eamon (Deluxe) Newsletter.


Frank,

I don't have the magical powers that you and Matt Clark have, but I'd recommend this as a blog post if its convenient:


https://www.commodoreserver.com/BlogEntryView.asp?EID=D09875B9F0664F729686FB611C01C2D3

Kent Sullivan is posting a retrospective on the company that released Imagery! He's a super nice guy, it seems, and many readers of the Eamon blog would benefit from hearing about our distant cousins, I think.

I also anticipate finishing "Crypt Crashers" [Eamon Deluxe 5.0 conversion of a formerly "lost" Atari ST Eamon original] in the next few days. I've got most of the problems ironed out.

I hope that you're well.

Best,

TMF


I reckon that Thomas is correct about the Dr. Evil Laboratories articles being both interesting and relevant to readers of the Guild blog and plan to post links to the rest of the series as it develops.

So, unless you are still reading this in hope of it being a heavily disguised blog for the rapper, follow the link within the message to check out Kent Sullivan's fun blog and very cool "corporate logo".


Other Imagery! Related links (sort of):



Friday, April 27, 2012

Technological Apocalypse

I just thought I would take a moment to mention why things have been a bit quiet around here lately and also why all the estimated release dates mentioned in the last few blogs had to be pushed up a bit longer.

I was making very good progress on Eamon Deluxe 5.0 as well as the various side projects that have mutated out of it when my household became enveloped in what I can only describe as a technological apocalypse of sorts. It seems that over the period of a week or so nearly everything electronic or mechanical that I was using decided to crash or fail in some way, including two vehicles and nearly every computer in the house. I have never experienced anything quite like that and am really more amazed than annoyed. However it has kept me extremely busy since I do my own repairs on just about everything.

I had to reformat a few computers, including the one that I do all of my work on. Fortunately there was very little data loss, but I still don't have everything back in the order it was before. It also doesn't help that I had five open projects going on at the time of the crash so I have to retrace my steps and figure out where I was at with all of them before continuing work. As of right now, order has mostly been restored and if nothing comes up this weekend, I should be able to finish up a few projects and actually release some software instead of just blogging about it.

Projects that have top priority right now are:

Release the final Eamon Deluxe 5.0 beta to play testers. This is about 70% finished.

Release a stand alone version of Thomas Ferguson's fantastic Eamon Deluxe adventure, "A Runcible Cargo". At the last moment I decided that, since this was such a good adventure, it deserved a complete transplant and upgrade into the new Eamon Deluxe 5.0 adventure programs. This is about 80% finished.

Post reviews and more detailed info about Jared Davis' revised Eamon Deluxe original adventure, "Realm of Fantasy", which I recently released as a stand alone download. I also ordered a copy of Jared's recently published first novel and was planning to review that at the same time to give him a little publicity. I only manged to read a few chapters before everything crashed on me, however, so I'll probably just edit and post the adventure reviews this weekend and review his book at a later time.

Release the beta copy of The PC Eamon Museum project I mentioned in my last blog. The museum contains bundle of three different attempted ports of Eamon to MS-DOS, along with two old versions of Eamon Deluxe from my archives. Currently all of these systems are a lot of work to get up and running on any modern computer. The museum is a cross platform package, based on the Eamon Deluxe 5.0 framework, which makes them now easily installed and playable with just a few clicks to anyone who wants to explore these relics of Eamon weirdness but doesn't have the time or technical knowledge to run the obsolete source files. The PC Eamon Museum appeared to be around 99% done before my system crash so that may hopefully be ready this weekend as well. I'm going to send copies to my play testers first, then create a page for it on the Guild website with public download links.

I still have a few openings for play testers and am gladly accepting offers for help in any other areas (note: experienced Mac and Linux users would be especially helpful right now). Email eamondeluxe (at) gmail.com if interested in testing or contributing to these projects.

Friday, February 03, 2012

Eamon Trivia 01: The Curse of Talon



Progress is going well on Eamon Deluxe 5.0 and I'm close to sending a Beta 3 copy to my testers and hopefully a public release in the near future. Until then I need a few fun distractions to take away from the tediousness that comes with parts of the revision process.

When converting Classic Eamon adventures to Eamon Deluxe, I get to see into every nook and cranny of that adventure and often find things the average player would be likely to miss or never even see at all. This can be due to a number of reasons, including obscure special events, erroneous code or the author's personal Easter eggs to name a few.

Although I haven't kept a list of what I have found over the years (and I wish I had), I usually left notes about anything interesting I found in that particular adventure's hint files. I thought it would be fun to make semi-regular blog entries to share some of these amusing oddities and include some screen shots as well. I'll list the Official Eamon Guild number and the Eamon Deluxe number, followed by the adventure name. So, here we go...


Today's trivia: EAG#SD156/EDX#09-3

THE CURSE OF TALON by Sam Ruby.

There is an unused room in The Curse of Talon called The Butt. I have no idea why it was there and will probably never know but I find it pretty amusing nonetheless. I converted that adventure several years ago and had forgotten about the Butt Room until recently when I was reorganizing The Sam Ruby Adventures for the Eamon Deluxe 5.0 revision. Apparently I found it amusing back when I converted it too because I expanded on it, placing "monsters" from the database that were no longer needed in the Butt Room and leaving an Easter egg that could be used to access it.

To enter the Butt Room in the Apple II version, use Control-C to break the program and enter the command shown in the screen shot. To leave the Butt, use the same method, but change "R2=51" to "R2=R3".

In the Eamon Deluxe version, simply cast your POWER spell to be teleported into the Butt. [snicker] Going in any direction will take you back to the room you came from. (Note: GIVE 5000 to a neutral monster in Eamon Deluxe to turn them into a friend.)

Monday, January 16, 2012

Eamon Deluxe 5.0 Progress Update and More Screen Shots.








I'm happy to announce that the beta version of Eamon Deluxe 5.0 is nearly finished and I hope to be sending copies to the play testers very soon now. There is still room for a few more testers so email eamondeluxe (at) gmail.com and include a description of what OS you are using if you are interested. Here are a few more screen shots which show some newly added features.