1984 · Adventure International for Commodore

The Incredible Hulk

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Play the whole adventure in your browser, as Bruce Banner and as the Hulk: find the seventeen gems and leave them in the fuzzy area.

01 · Play

Loading the game…
  • Type a command of one or two words, then Return: LOOK, GET ROPE, GO DOME, N
  • Backspace rubs out a letter
  • Z turns the picture off and on again
  • SAVE GAME keeps the game in area A, B, C or D, in this browser
  • At the start, Y restores a saved game and D plays the demonstration
  • After six lines the game beeps and waits: press any key

The game's own screen, drawn from the port's memory as the video chip would draw it: the picture above the split, five lines of text below it, at the C64's own pace. Skip loading times puts each picture up at once. The disk's four saved games are here too: answer Y at the start and choose an area.

02 · Solution

The route from the chair to the password

This route takes all seventeen gems to the fuzzy area and wins the game. Each part plays into the game above: it starts a new game, plays the parts before it at once, then types its own commands. Press a key in the game to take over. With Skip loading times on, a part takes a minute or two; without it, as long as on a C64.

The Hulk is needed to lift the domes, eat the egg, and survive outside, where the gravity crushes Bruce Banner. He lasts as long as his anger, which the game counts and the mirror shows (“very very mad”). Indoors, gas takes one point of anger every turn, and at none he is Bruce again. Outside there is no gas, and the anger stays. BITE LIP brings the Hulk out with no anger at all, so indoors the gas turns him back in the same turn, except in a tunnel with the delay switched on. REMEMBER NIGHTMARE adds two points, but past three he loses control and rampages off to the fuzzy area. The route uses the rampage as its way out of the caves.

The warp's dice decide where each S leads, so the parts with S and N take a few more commands than they list, and a different number each time.

03 · Differences

What differs from a C64

The game plays as it does on a C64, at the C64's pace. These are the places where the page cannot be the machine, and what it does instead.

On a C64On this page
BASIC loads the game and its database from the disk, and the game sends its fast loader into the drive.There is no loading at the start. The page begins at the cold start, $657B, with memory as the loader leaves it.
Each picture and each item's piece comes off the disk through the fast loader when a room needs it.The pictures are the disk's own files, carried by the page. A load takes as long as it takes on a C64 with a 1541, measured in the emulator, and a name with no file gets the same answer as from the drive. With Skip loading times on, the load and the drawing of each picture take no time at all.
SAVE GAME writes the game's 574 bytes of state, $1C00-$1E3D, to the disk as a file named for the area, and the restore question reads one back. Areas A and D share three of the disk's blocks, so a save in one can spoil the other (Discoveries).The page keeps the same bytes in this browser, one file to an area, and starts with the four on Commodore's disk. The four areas are kept apart. Disk's saved games puts the disk's four back.
Each instruction takes its cycles, and the video chip and the interrupt take some of the processor's time.The port runs no instructions. A poll of the keyboard, a column of a picture, a fill, a copy and a delay each cost what the game's code costs, and the clock gives the game as many cycles a second as the emulator does: 111 polls of the keyboard a frame, as measured there. So a picture draws, and the cursor flashes, at the C64's pace.
A raster interrupt splits the screen: the picture's bitmap above line 210, the C64's own characters below.The site's model of the video chip draws each frame from the port's memory, with the interrupt's eight writes at the lines and cycles the emulator recorded. The letters come from the C64's character ROM (901225-01): the page carries its lower-case set, the 1,024 bytes at $0800-$0BFF, and the first reversed character, $0C00-$0C07, and makes the other reversed characters by inverting the set, as the ROM holds them.
The KERNAL's screen editor prints each character the game sends to it, scrolls the whole screen, and keeps the colour codes, reverse, and quote mode.The page's copy of the screen editor does the same with the port's screen memory and colour RAM, from the KERNAL's code (901227-03). A logical line of two rows is never made: the game breaks every line at 39 characters.
The keyboard's unshifted letters type the game's capitals, and SHIFT with a letter gives a character the game refuses.A letter types the same, with or without Shift or Caps Lock. The other keys are the C64's keys of the same names; those the game refuses (the cursor keys, the function keys, quotes) are refused here too.
The page beep opens the sound chip's gate for 1.3 milliseconds and closes it.The site's model of the sound chip takes a frame's writes at one moment, so the gate stays open for a frame, 20 milliseconds, and the beep starts a little louder.