|Living Daylights (The)|
Come on this Zepplin game is good , shooting badies is fun. You can change wepon programmers worked hard on this one??
What are the names of the songs that are used in the game? The music is great.
Inquired for byte is over set. Changes according to storage and version. Therefore is best search sequence in hexadecimal editor(frhet free). Is that a byte entry $04. Find by the help of sequence <bh:01><bh:00><bh:00><bh:00><bh:00><bh:00><bh:00><bh:00><bh:00><bh:00><bh:04><bh:01> :Copy, find out and last but one byte($04) them to transcribing of the number of lifes. From 0 to the ff to taste. 0 as far as 256 lifes.
This game is terrible. You fight ZERO bad guys, you cant die, you just collect random @%#* and weird ones at that. The music is awful, batman looks like a zombie, oh, and he has a H on his cape! I think it is for "Horrible" This is the worst Batman game I have ever come across.
Revisiting this one, as Rob Fulop recently commented (http://www.arcadeattack.co.uk/rob-fulop/#comment-6746) that it's the fault of Atari's Management for this game being so different from the arcade version.. which is a rather absurd comment to make considering hes' the one who programmed it! Fulop: "There was nobody looking over my shoulder to tell me that I should copy the original Taito arcade version as closely as I could so I just made up my own, inferior, version. Nobody cared, nobody even looked at my version compared to the original, they just released it. Looking back, it seems incredible that the company was run so recklessly but it's a testament to how seriously mismanaged Atari was at the time. Literally not one person in the company asked "hey, why not just make our Space Invaders look exactly like the coin operated version that we are licensing?" That's how little they cared."
No Rob, that's how little YOU cared. Didn't realize programmers had to be told when porting an arcade game to make it actually look, sound, and play as close to the original as possible. That would explain a lot of bad ports (nobody told me to do a good job, so I didn't...). What happened to the stories of how other people in the lab would help improve each other's games? None of your fellow co-workers said anything about the fact you left the bunkers out, had invaders that looked as different from the originals as possible, and that you slapped some huge rocket on the side of the screen? If licensing back then was all about having the same name, and not the same experience, then a lot of time and money was wasted on games like this.
One of the most lackluster ports ever done. It's basically a carbon-copy of the VCS version with none of the embellishments - with the exception of the O2 and VIC-20 versions - afforded by other ports (Intellivision, TRS-80, C-64, Colecovision, TI-99/4a, MS-DOS/PCjr). The programmer completely wasted the capabilities of the Atari 800, and considering this was an expensive cart BITD (nearly $50!), it amounts as nothing but a quick cash-grab on Imagic's part.
@µicr0Bee ; Silverbird was just a rebranding of Firebird's 199 range to differentiate it more clearly. It's open to question whether it's worth keeping separate. (Note that the loading screen still says "Firebird" too).
Actually little bit hard found this one in Europe. (Boxed specially is very hard found.) So i thing rarity 5 is wrong in this one. Is it more like 7 or 8?
I interviewed Steve Englehart back in 2009 and he doesn't remember much about the game, either the Atari 8-bit or ST versions.
According to programmer Dan Oliver, the "E" for the E-Beam weapon stood for "Electric" (it's not mentioned in the manual). Also not mentioned in the manual is why your battleship fires torpedos. According to Dan, he wanted it to be a ship but designer Chris Horseman wanted it to be a submarine. From Dan, "The ship view was the second view I did (the map was first). Chris was talking about and or wanting subs, so my graphic looks like what I thought the bow of a sub would look like on the surface, maybe to make Chris Horseman happy."
Considering this was done by the same person that did a great job with Bruce Lee and Conan, Zaxxon falls short from its arcade version. Then again, I never found the arcade game particularly entertaining to begin with. The diagonal shoot 'em up concept was a nifty concept, something that was used to tremendous effect on Synapse's Blue Max (a far superior game -- and original!).
I usually had trouble gauging the correct distance, perspective and attitude when flying through the obstacles. And engaging enemy fighters were equally a bit too challenging for my tastes; I got destroyed more than I was hitting the targets often to the point where I rarely got to face the robot at round's end.