ATM_cashpoint

@ATM_cashpoint@mstdn.party

Nerd of videogame history, Star Wars, architecture, JRR Tolkien. He/him/fhtagn.

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ATM_cashpoint, to loom
ATM_cashpoint, to gaming

Finished 1 FM Towns in @aaronsgiles's DREAMM 2.1b14.

Something super bizarre: the FM Towns version cuts out the scene of LeChuck punching Stan in the finale, and the subsequent scene of Stan splashing down in the water by the docks.

I guess somebody thought this was too violent for Japanese players. But really, unless there's some Japanese cultural antipathy to loudmouth salesmen getting punched into the sky by ghosts, that's kind of silly. :P

aeva, to random
@aeva@mastodon.gamedev.place avatar

I bet over on Earth 1 (our Earth counterpart over in the alpha timeline) a year is a perfect 360 days long.

ATM_cashpoint,

@aeva In actual fact, this was basically the French Revolutionary calendar - 12 months of 30 days with three 10-day weeks, plus 5 extra days at the end of the year. But 10-day weeks means a lot fewer weekends so people hated it. :P

ATM_cashpoint, to random

Huh, apparently in earlier releases of ' the "oltex.lab" texture bundle has 214 extra textures that are missing in the GOG version.

Not sure if they were removed because they weren't used or if some of them show up in the patch files, since I think GOG has most of the patches installed.

vga256, (edited ) to Canada
@vga256@dialup.cafe avatar

my extended family (not me!) was put under evac notice a few hours ago in the northwest territories of #canada

this photo by julie beaver looks as if someone got a little happy with instagram filters....

... but it is perfectly color-accurate. this is what it looks like in the southern #NWT right now, due to dozens of out of control #wildfires

ATM_cashpoint,

@vga256 Oh no! I hope you're all okay and that you stay safe!

openculture, to random
@openculture@toot.community avatar

George Orwell Explains in a Revealing 1944 Letter Why He’d Write "1984"
https://www.openculture.com/2014/01/george-orwell-explains-in-a-revealing-1944-letter-why-hed-write-1984.html

ATM_cashpoint,

@openculture A damn good letter, full of the political common sense that Orwell possessed in spades.

ATM_cashpoint, to IndianaJones

Playing the FM Towns ports of 1 & 2 and and the in @aaronsgiles's DREAMM emulator, I noticed the Save/Load GUI is clunkier than the original PC versions in a couple of ways.

If you scroll down the savegame list to load a game, the next time the GUI comes up, it won't remember where you were like on PC, but always starts from the top.

And once you select a game to load, it doesn't load immediately; you have to hit the "OK" button first as well.

Another screenshot of Monkey Island 1 for FM Towns, running in Aaron Giles' DREAMM 2.1b14. The save game "underwater" has been loaded, so Guybrush is now underwater beneath the Melee Town docks, tied to to the Idol of Many Hands.
Another screenshot of Monkey Island 1 for FM Towns, running in Aaron Giles' DREAMM 2.1b14. Guybrush is still underwater, and the Save/Load GUI has been brought up, again showing a list of savegames ready to be loaded. The list of savegame files has scrolled back to the top, since the player's most recent position in the list is apparently not stored.

ATM_cashpoint,

@aaronsgiles I'm guessing this is original behavior, but I wonder why it behaves this way when it's far more intuitive on PC. Maybe it was a quality-of-life change that was added to the PC versions before release but after the SCUMM interpreters had been ported to FM Towns?

ATM_cashpoint,

@aaronsgiles There's a possible remnant of this in the DOS talkie CD, in fact - when you click on a savegame to load it, the savegame file name is highlighted by the GUI (like the MI1/MI2/FOA FM Towns ports), but then it loads immediately.

ATM_cashpoint, to Starwars

Apparently Oola and Leia's slave outfits in are now considered so offensive by Lucasfilm that the new comic doesn't dare to show them except as drawings in silhouette and a brief glimpse of one of Leia's forearms.

Ain't censorship great?

edenwaith, to random
@edenwaith@mastodon.gamedev.place avatar

Seeing this screenshot from the early Sierra game "Cranston Manor" definitely looks like it was the basis for another set of circular stairs in Dracula's castle in King's Quest 2.

ATM_cashpoint,

@edenwaith I've always wondered if there was maybe an idea at one point to have Dracula's castle in KQ2 be home to the giant from KQ1 instead, like how the dwarf and the sorcerer from the first game are also reused. It might explain the oddly large scale of the furniture in the rooms. Or maybe it was just an art error - I honestly don't know.

Also, there's an early version of the dining room background art on the inside flap of the KQ2 "gray box" release.

A screenshot of the dining hall of Dracula's castle in the published version of King's Quest 2. The dining table has a gray top and brown legs, and has a plate on it with a cut of ham. The walls of the room are light gray, matching the color of the stones of the archways and in the foreground. The chandelier over the table has two animated candles burning. Near the table stands King Graham, looking incredibly tiny next to the oversized furniture.

cosmicvoid, to random
@cosmicvoid@mastodon.gamedev.place avatar

Just signed up on Bluesky, who else is there? 😃

My user: http://cosmicvoid.bsky.social

ATM_cashpoint,

@cosmicvoid I'd be there if they ever actually sent me an email with a signup code. I don't know how other people are getting the green light to sign up but it seems they're content to let my application wait until the end of time.

ATM_cashpoint, to IndianaJones

Question for buffs: this frame of animation from the and the game appears in the 2020 Video Game History Foundation stream about the 1 source code. However, I can't find any matching frame in the game itself or in the resource files. Can anyone else find it, or is it a cut animation?

A close-up of the still frame of animation of EGA Indiana Jones resting on one knee. Indy is facing the right side of the screen, squatting on one leg with his left knee on the ground. His right hand is braced on his right knee.

sayomgwtf, to illustration
@sayomgwtf@mstdn.party avatar

We Baby Bears is an American animated television series developed by Manny Hernandez for Cartoon Network. This is a spin-off prequel of the animated series We Bare Bears, which was created by Daniel Chong

I love We Bare Bears ❤️

'Tis Doodle O'Clock ~☆

ATM_cashpoint,

@sayomgwtf @ThreeOhFour I'm sorry to hear you've been feeling so bad! Your art is always amazing and I hope you feel better soon!

sayomgwtf, to random
@sayomgwtf@mstdn.party avatar

Proof of life ʕ•ᴥ•ʔノ☆

After like 4 days of hospital chaos, I am all hospital'ed out

ATM_cashpoint,

@sayomgwtf Sorry to hear you were in the hospital! Glad you're out of it! :D

ATM_cashpoint, to gaming

From the talkie CD resource files: partial EGA sprites of Fleece and a completely new, otherwise totally unknown character, walking around the wide shot of Crystalgard.

The sprites might have been part of a deleted cutscene with a title card and a cut to Crystalgard in the original EGA version that was shown in early previews.

A scan of French magazine Génération 4 (April 1990), one of several in-game screenshots from a preview of Loom. The screenshot shows the wide shot of Crystalgard, with a text caption unused in the published game: "CITY OF THE GUILD OF GLASSMAKERS".

ATM_cashpoint, to norcal
ATM_cashpoint, to StarTrek

Finally watching S1. Episode 2, "Children of the Comet", is about a comet that's going to hit the planet Persephone III. An away team then finds a temple on the comet surface. Rather -like, especially with the underworld-themed planet name.

But then there's a scene with Uhura and Samuel Kirk (Jim's brother) talking about a large pod with markings on it in the center of the temple, where the dialogue is nearly verbatim like that of a scene early in the game:

A screenshot from The DIG. Low, Brink, and Robbins are standing in an area east of their starting point on the alien planet, inside a large stone basin whose sides are engraved with markings. A large dirt ramp is visible in the background. Robbins is asking, "The engravings on this wall. Are they writing or decoration?"
Another screenshot from The DIG. The astronauts are still standing in the room from the previous image. Low has turned to reply to Robbins, and is asking her in return, "You're asking US?"

ATM_cashpoint,

It turns out that yes, the markings are writing, specifically musical notation - because the comet is controlled by singing to it, style.

Some very interesting homages here, I think.

ATM_cashpoint, to gaming
grumpygamer, (edited ) to random
@grumpygamer@mastodon.gamedev.place avatar

Hearts or Health bar?

  • Like an actual election, results are not binding.
ATM_cashpoint,

@grumpygamer Personally, I think hearts might feel a bit too directly derivative of Zelda, but that's just mem.

sayomgwtf, to random
@sayomgwtf@mstdn.party avatar

I am still working super late but 'tis officially my berfday!

I'm wearing a led flower crown with led earrings and led bracelet, and Toby is wearing led pendant with an led doggo necklace ~ ☆

Berfday shenanigans ʕ•ᴥ•ʔノ☆

ATM_cashpoint,

@sayomgwtf Happy day of natality!

ATM_cashpoint, to gaming

Concept art by Larry Ahern for characters in , from the DOTT Remastered concept art gallery, including an alternate design for the burglar outside in the present. This version isn't wearing a ski mask, and has dark hair with a widow's peak and a thin mustache, making him resemble Vincent Price.

ATM_cashpoint, to gaming
ATM_cashpoint, to gaming

Turns out Betsy Ross in was apparently based on early art for the deleted character Razor rather than Moonglow. I guess Larry Ahern was slightly misremembering in his interview in Onaretrotip's fantastic 30th anniversary video.

Concept art by Larry Ahern for Day of the Tentacle of Betsy Ross, shown in the same pose and with the same facial design as the earlier Razor concept art.

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