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Opium For The Masses
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It has been my observation that genius flourishes under limitation. Hence, it follows that atari 2600
programmers, limited as they were within the strict confines of 8K of ROM with 128 bytes of RAM which doubled
as the video memory, regularly produced works of staggering genius far surpassing the trite plagiarism
that passes for creativity amongst modern game developers.
In an attempt to gleam some of the wisdom of the ancients (who lived and worked circa 1981-1986) I have
undertaken a project in which I plan to create, using more modern technology, many of the games that were
never made for the atari 2600, but which I would have liked to have seen.
The first of these games, Indiana Jones and the Robots from Pluto, was created with Java. For that I deeply apologize.
Deploying this thing and setting it up to play is painful at best (I do, though, give detailed instructions).
Future games will be written with Blitz Basic and compiled into Windows executables.
The games focus on emulating the more (in my opinion) charming aspects of the atari 2600 system and the games
produced for it. Expect them to be obscure, difficult, and for the most part incomprehensible. They're not meant to
be good games as such, they're meant to be art.
CAPTAIN KILLKILL AND THE SUPER SCARY REALLY
DANGEROUS DEADLY CAVERNS OF DEADLY DOOM
This is the first in a series of games exploring the purely disastrous side of the Atari 2600 Game Console.
Did any of those fucking games ever actually work right? Not that I can remember. There were glitches galore -
walls you could saddle up to and slide right through into secret mystery rooms, character motion patterns from the X
dimension, mystery sounds that fired for no reason - in fact, finding the glitches and using them to maximize
the wierdness was often more fun than trying (often futilely) to play the game.
You'll find more than your share of mystery glitches in the deadly caverns of deadly doom. In fact, you'll find little else.
Don't expect a linear ending from this one.
INDIANA JONES AND THE ROBOTS FROM PLUTO
A Sequel to the most maddeningly
unintelligable, counter-intuitive, and beautiful game ever made. Further adventures in non-linearity for
those who
found some sort of solace in the original game and seek yet more self-abuse. Do not expect to be able to know
just what the hell is going on, Dr. Jones.
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bovineinversus
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