Unknown Planet

Games for Spectrum, C64, Amstrad, Amiga, Apple ][ and the rest of the 8-bit and 16-bit platforms. Pleas for help, puzzles, bug reports etc.

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Doreen B
Posts: 398
Joined: Thu Dec 16, 2004 5:25 pm
Location: Yorkshire, England

unknown planet

#31 Post by Doreen B »

OK - I HAVE FINISHED IT...

Make sure you only 'lay tree' once at the ravine and once at the gulch.

This means that when you get to the walkway with the gap you can 'lay girder'

Hop you can manage it... :thumb:
Juan
Posts: 313
Joined: Mon Apr 02, 2007 2:54 pm

Re: unknown planet

#32 Post by Juan »

Doreen B wrote:OK - I HAVE FINISHED IT...

Make sure you only 'lay tree' once at the ravine and once at the gulch.

This means that when you get to the walkway with the gap you can 'lay girder'

Hop you can manage it... :thumb:
Finished it as well, finally! It's very buggy. And the red herrings were legion. Besides the ones already listed:

Round object
Boring tool
Compact case
Rusty sword
Cuttlery
Crate

Shall I write a walkthrough or do you want to take care of this one?
Doreen B
Posts: 398
Joined: Thu Dec 16, 2004 5:25 pm
Location: Yorkshire, England

unknown planet

#33 Post by Doreen B »

Jacob has got the solution... :thumb:

What next?

I think the boring tool and the pick were needed at the narrow rock...
Juan
Posts: 313
Joined: Mon Apr 02, 2007 2:54 pm

Re: unknown planet

#34 Post by Juan »

Doreen B wrote: I think the boring tool and the pick were needed at the narrow rock...
I accomplished that with the pick alone. I tried it with the boring tool as well, but it did not work.
andreas
Posts: 24
Joined: Thu Aug 24, 2006 10:21 pm

#35 Post by andreas »

Sorry for "abandoning" you Juan, but the problem was that there was no reaction of yours between exactly THREE months ( Jul - Oct '08 ).

And since I really lost patience in waiting (sometimes my patience may be limited more than usual) I didn't bother to look in here anymore. Sorry! :o

But nice to see you've finally made it.
So I will go and compare my full solution to the one Jacob got from you people.
Nice work to all of you involved.
Last edited by andreas on Mon Mar 09, 2009 5:47 am, edited 2 times in total.
Juan
Posts: 313
Joined: Mon Apr 02, 2007 2:54 pm

#36 Post by Juan »

andreas wrote:Sorry for "abandoning" you Juan, but the problem was that there was no reaction of yours between exactly THREE months ( Jul - Oct '08 ).

And since I really lost patience in waiting (sometimes my patience may be limited more than usual) I didn't bother to look in here anymore. Sorry! :o

But nice to see you've finally made it.
So I will go and compare my full solution to the one Jacob got from you people.
The game is so full of bugs that it took quite a while for us to get through the mess. I'm amazed that you were actually able to get through it so fast.
andreas
Posts: 24
Joined: Thu Aug 24, 2006 10:21 pm

#37 Post by andreas »

Yes, by poking into the code when something simply became TOO odd :)

And about the snake ... yes indeed, sometimes it kills you, sometimes you can kill it yourself. A good idea is to save(-state) one screen NEXT to where the snake is, and then just keep trying until you defeated it.
There doesn't seem to be any other way to accomplish it.

BTW I cannot reproduce those "Memory full" errors you got.
It could depend on how many inputs you give in a certain time, so that it causes the buffer to overflow.
Juan
Posts: 313
Joined: Mon Apr 02, 2007 2:54 pm

#38 Post by Juan »

andreas wrote:Yes, by poking into the code when something simply became TOO odd :)

And about the snake ... yes indeed, sometimes it kills you, sometimes you can kill it yourself. A good idea is to save(-state) one screen NEXT to where the snake is, and then just keep trying until you defeated it.
There doesn't seem to be any other way to accomplish it.
It seems that the gun is intended to be fired only once, two of the three creatures (the lizard-like and the serpent-like) being nothing but dead ends. The alien is the one to shoot. Whenever I shot one of the others first, I could never hit the alien.

BTW I cannot reproduce those "Memory full" errors you got.
It could depend on how many inputs you give in a certain time, so that it causes the buffer to overflow.
If you make many moves these errors start coming up more frequently. Short of fixing the bugs in the program, the solution to minimize them is to waste little time with explorations and trials and go straight to the point.
andreas
Posts: 24
Joined: Thu Aug 24, 2006 10:21 pm

#39 Post by andreas »

Yup, that's just what I did.

And write down stuff along playing, so I could just "walk through" the whole thing up to where I was before.
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