Friday the 13th director’s cut
This version of the game has some changes and bug fixed.
Changes:
- The time limit is MUCH shorter now
- Attacking harmless Campers results in a peppered time penalty and increasing panic.
- That time penalty for attacking the innocent is increased with each round.
- Other new/modified old panic triggers: every time somebody screams the death-scream, the panic level of the player will rise. Finding bodies will also increase the panic level, and those random splatter pics will increase it even more.
- High panic levels can lead to temporary loss of control over the player character, the higher the panic, the more often that will occur.
- Extreme panic level result in an instant heart-failure.
- Healthy prayers mode: when keeping still while carrying the cross, the panic level will slowly drop.
- Every 6th round is a bonus round: all you can kill in 3 minutes :)
- Jason’s initial strength is generally increased and will rise further with every round.
- Jason’s hits are generally much more devastating and will gain even more power with every round.
- Jason kills faster and is harder to detect. Even if you hit him while he is in disguise there is only a 75% chance that he will unmask.
- If the player manages to hit and unmask him, Jason will now most of the time go after the player until one of them bites the dust instead of trying to mask as harmless camper again.
- Jasons sword has a longer reach now
- It’s not that easy any more to attack Jason from below with the axe or sword. to be able to hit him, one must be nearly at the same height now.
- The pitchfork was shortened to give Jason a better chance to strike back.
- Throwable weapons are single-use only and will disappear from inventory after throwing. However, they can be recollected at another, randomly selected place.
- All the weapons hitpower, range and the bonus points for hitting Jason with them have been
- adjusted. In general, the riskier the use of a weapon against Jason, the more points will be gained per hit.
- At higher levels there are less weapons scattered across the landscape, especially less of the more useful weapons. Furthermore, the church will be a DMZ at round start.
- The chances that a splatterpic shows up after finding a body are generally increased, but they won’t show up any more for campers killed by the player.
- The campers’ starting locations get shuffled every round to make it harder to find Jason by memorizing which camper should be where.
- Jason’s death sequences includes the previously never shown “jason lies dead on the floor”-sprite. Bonus points are awarded for remaining time now, too.
- Added option to toggle the originally disabled sound fx on/off. They are nothing but a footstep noise and interfere badly with the music, too, but they were in the code, so why not try them out?
- Highscoresaver with name entry.
- Both joyports and keyboard (z x ? ; space) can be used for controls.
- Added controls: RESTORE to quit back to title screen, T to toggle sfx on/off
Known bugs:
- on rare occasions, Jason can’t pass the sideway doorways in a building on the way to his next victim. quick fix: just kill Jason :)
Fixed bugs:
- random “ghostsprite” appearances of weapon/cross pickups that shouldn’t be shown at all at the current screen.
- dropping a throwable weapon while it is still flying resulted in wrong number of hitpoints/bonuspoints used when the weapon hit a camper/jason
- when both Jason and the player were wielding their weapons simultaneously, the player sprite animation sometimes screwed up a bit.
- dead campers could be reanimated by slashing them repeatedly.
- if the player activated his weapon when facing left at a sprite x-position of about 256, the weapon would not be shown on screen.
- the collision detection was very unreliable when attacking with the pitchfork, chainsaw or knife.
- Jasons sprite went all crazy when dying or being hit while camoflagued.
- the game mainloop was entered with JSR (~GOSUB) and exited with JMP (~GOTO) :)
- color-mismatches between some camper pictures at the status display and the main screen.
- the main screen flickered when a new song was about to start.
- the fright-o-meter showed the wrong picture at maximum panic due to a wrong limit value.
- bonus points to add to the score for surviving campers were computed completely wrong.
- the random number generator could freeze the action for a second or two under certain circumstances.
- when inside a building, sometimes one gets stuck in the bottom wall. that *could* be an emulator issue as it couldn’t be reproduced on the test breadbin, but to be on the safe side the spr/bg collision poll was made scanline accurate.
source: forum64.de noname.c64.org
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