Author Topic: Alfredo's Perilous Pitfall (AMIGA VERSION)  (Read 100 times)

Offline doctorfargo

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Alfredo's Perilous Pitfall (AMIGA VERSION)
« on: November 05, 2017, 12:03:30 AM »
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ALFREDO’S PERILOUS PITFALL (AMIGA VERSION)
BY RICHARD J. DEROCHER
A BINARY LEGENDS PRODUCTION IN 2017
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Download the ADF image:
https://www.mediafire.com/file/6epjkcjwao285f3/alfredo.adf






For those of you not familiar with Alfredo - he is a stick figure that was the star of little animation "demos" on the Softdisk Publishing line of disk magazines back in the 1980's.

Alfredo originally debuted in Alfredo’s Lost Cause by Matthew Heeschen. This first Alfredo adventure was published in 1985 on Softdisk for the Apple II. Mike Nuzzo would go on to create several more Alfredo adventures / animations that would also be published on the Softdisk magazine.

Some of the Alfredo adventures were ported to the Commodore 64 for the Loadstar magazine as well as for MS-DOS machines for the Big Blue Disk magazine.

Back in the year 2000, I programmed two original Alfredo animations for the Commodore 64 - The Return of Alfredo and Alfredo’s Perilous Pitfall.  They were both published on Loadstar which was still being published at the time.

Now thanks to AMOS, Alfredo makes his Amiga debut in this port of my C64 original.

This project was started back in 2012. I wanted to learn AMOS and I figured that this would be a fun little project for my first AMOS program. This was something that I would pick up once in awhile and do some coding on and then put away for months… But now I finally got around to wrapping it up.

When I coded Alfredo’s Perilous Pitfall, I tried to imitate the style of the original Alfredo adventures, so it has VERY basic 8-bit vector style graphics.

Enjoy this little animation. Also included on this disk is the AMOS source code if you want to look at it, modify it, or maybe learn from it.

Note: The mouse pointer does not disappear, as while testing, I found that using AMOS’s HIDE command would cause a GURU on one of the lift scenes. My guess is that since I used a hardware sprite for the lift it may have caused some kind of conflict? Anyways, I am too lazy to try to figure it out at the moment, so just move the mouse pointer off the corner of the screen, if it is in your way. :-)