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Kill screen
Kill screen is a term utilised to describe the poin
0018: C0 RET NZ; Return if not zero |
1BE7: C6 0C ADD A,$0C ; Add #0C (12 decimal) |
0F7E A7 AND A ; Perform Bitwise AND of A with A |
The most widely known examples of a Kill screen are those encountered in older arcade titles; both Donkey Kong and Pac-Man are considered notable to gaming elitists however both are considered "shitty, boring games" by everybody else. Pac-Man's problem was that the level counter was a single 8-bit byte, meaning only 256 distinct values (0–255) could be stored. Upon reaching the 256th board logic informed the game that the player was at the zeroth board, something it wasn't designed to handle, resulting in it going totally fucking spas╘ic.
2BF0 3A134E LD A,(#4E13) ; Load A with level number 2BF3 3C INC A ; Increase by one 2BF4 FE08 CP #08 ; Is this level < 8 ? 2BF6 D22E2C JP NC,#2C2E ; No, jump to compute different start for fruit table 2C2E FE13 CP #13 ; Is the level > #13 (19 decimal, 7th key) ? 2C30 3802 JR C,#2C34 ; No, skip next step 2C32 3E13 LD A,#13 ; Yes, load A with #13 2C34 D607 SUB #07 ; Subtract 7 to point to first value to be drawn
Title | Kill screen |
---|---|
Dig Dug | 256th round |
Donkey Kong | 22nd stage, 117th screen |
Duck Hunt | Level 100 |
Frogger | Integer Overflow |
Galaga | Integer Overflow |
Pac-Man | Stage 256 |
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1B2E: 21 E8 87 LD HL,$87E8 ; Load HL with address where subtotal is stored ... 1B37: 77 LD (HL),A ; Store answer into #87E8
Kill screen is part of a series on Visit the Gaming Portal for complete coverage. |
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2100 ℅ 2110 ℓ № 2120 Ω Æ
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