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Quite often I read that people say they are too old to play computer game or that their ability decreased and that they are getting too slow. Often people already say this when they are 30 or 40. But when does it really happen? I think in reality people just aren't interested any more to play a game obsessively as is needed to get to some of the known high scores. It wouldn't surprise me if actual ability doesn't degrade until you are perhaps 70 or so. Perhaps even older, a lot depends on your mental agility. But I understand the feeling in that I feel with some games that I just cannot be bothered to play pixel perfect games any more... It's not that I can't, I just don't want to, they are annoying and thus I don't do effort and don't get high scores. I presume for many people the fun just isn't there in the same way as it was long ago...
This year I tried some games and found that I'm at least as good now as in 1996, with some big score improvements with some games, a big improvement with one of my favourite games, i.e. Planetoid, and getting really close to my high scores with some other games such as Meteors.
Below you will find some information on achieved high scores, and some analysis on whether scores are real or not, or at least not made on a BBC micro (but instead on the slower Electron), and using the BBC micro version of the game (see further on Meteors, where running the Electron version on the BBC micro gives a big advantage of slower bullets by the UFOs).
I collected highscores from some magazines and websites and I discuss some scores of some games that interest me, esp. on whether they are real and possibly made on a (slower) Electron rather than BBC micro.
I collected the highscores listed further, and some related information, from:
I will perhaps go through a few other magazines than Acorn user/Micro user/Beebug, to see if they list high scores.
Any suggestions? Better would be references of which issues contain score lists, and better still would be scans/pictures of such pages!
I will discuss here the scores of some games that interest me on how likely it is that the scores are real, and/or whether some scores were likely done on an Acorn Electron or even an Electron version on a BBC micro.
To know if a score is real is difficult, as there could be tactics that will give a higher score. Developing tactics is essential for some games, such as Planetoid (a.k.a. Defender). For games such as Fortress, the only thing required is practice and learning the course by heart. The score is clearly limited by fuel running out faster on each trip through the course.
then apply the following patch, after saving it as "p04" (I omitted line numbers, you can copy and save as a text file then *EXEC on the BBC micro or type it in on the BBC micro)*RENAME PLANET2 O.PLANET2
REM Planetoid wave patch for testing IF PAGE<&4000 PAGE=&4000:CHAIN"p04" *LOAD O.PLANET2 P%=&29E5 [ JMP &2DC0 ] P%=&2DC0 [ JSR &2759 LDA &8E STA &90 BEQ P%+9 \ lp_quit .lp JSR &23A6 \ next wave ?&8E times extra compared to normal. so make it 49 to start at wave 50. DEC &90 BNE lp .lp_quit LDA #&50 \ 50 lives and smart bombs, to have enough to experience for a while how fast the game is. STA &37 STA &38 JMP &29E8 ] *SAVE PLANET2 1100+2300
I use JSR &23A6 repeatedly to make sure it would not be an issue if I overlooked anything in my analysis from 1996 (I could have updated all speed variables directly, but I wasn't sure about a few things). This means the game flickers a while at the start, while it goes through each 'next wave' routine that also updates the screen, so just wait a bit and then you can play...
I put the extra value to be added to the starting wave number in ?&8E, so to go to wave 70:
?&8E=69 CHAIN"PLANET"
Then press BREAK and put a different value in ?&8E and CHAIN"PLANET" again, to experiment.
At waves of scores of 800k+ (say wave 45+) the slow-down when there are many sprites is already quite noticeable but at wave 70 it is worse, the game is really sluggish with multiple sprites alive, and landers and mutants are insanely fast. You can barely move your ship, except by using 2 smart bombs at the start to wipe out the pods and a few of the bombers. In that way even wave 80 is playable but the real problem is the green waves and keeping the last man alive...
Note that the game will only display and store wave numbers in 2 digits so e.g. wave 171 is shown as 71, but the sprite update number is updated per wave and is not BCD, so that can go up to 255...
At high waves (say 70 and up) you can see the ship's white colour slowly cycling between red-white when the ship is hit, from the sprite updates taking up so much CPU time. Well, actually that can be seen much earlier but it seems more clear, it looks as if the fact that the sprite updates take so much time, that the colour cycling updates get delayed.
My conclusion is that the 2,896,500 and 3,186,450 scores as printed in Acorn user are bogus, which I wrote already many years ago (early 2000s), in an email to Dave M, that I found again when looking in my archive for emails on the topic of high scores. My theory: Possibly the 2,896,500 score was a misprint, possibly the real score was 896,500, and AU mistakenly added the 2. Then the other guy who had scored 653k not long before that, tried it for a few months, felt that that 2.89M score was impossible and either just made up a score or possibly used the Electron version (which is quite different, and uses software scrolling).
I did a few tests running the Electron version on the BBC micro. This plays quite differently from the BBC version. I played 1 longish game up to a 200K score, and it does get pretty quick but the issue is, how fast does it get at higher waves?
In general to see about playing speed differences, the question is: do BBC games on the BBC run the same as Electron versions of that game on the Electron? E.g. Arcadians (BBC) and Arcadians (Electron), do they have different playing speed or other differences?
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Last modified: 2018-2-15