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Title: Could this be GDG's next great game?


Malakai - December 22, 2011 04:56 AM (GMT)
If anyone ever remembers playing Imagic's swords & serpents (not the same as the NES version) on the intellivision, getting to the last boss (the dragon) and not ever figuring out how to kill it, there was a reason: The game was released commercially, however, it wasn't ever completed, due to running out of space on the cart. So, killing the dragon was impossible!

Bank-switching had been around for a short while, which would have easily doubled the available space for programming. However, it wasn't implemented in this game.

Considering the rpg-esque genre of the game and being programmed on the intellivision, which has a controller similar to the colecovision, this would be a great project for GDG, to finish up the game, port it to the colecovision system, and release it on both formats to retro/classic gamers and collectors.

Article - Running the Gauntlet

DragonStomper would also be a great porting project. It was released on the atari 2600's cassette drive interface, the starpath supercharger. Forbes even named it the best title in US history of gaming in 2005.

shaggy - December 26, 2011 04:52 AM (GMT)
Really? I never knew this. Did the developers ever say how they intended for how the dragon would be killed and how the game would end?

Malakai - December 26, 2011 04:18 PM (GMT)
Apparently, they didn't want people to know the dragon couldn't be beaten and that the game was incomplete when they marketed it. It was the programmer's intention to make the game beatable, but most likely, the publisher pushed for the release despite not being able to kill the dragon. Bank-switching should have been done here, even if it meant putting more time and resources in it.




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