| Myth | |
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| Image Gallery |  Title  Pandemon loading  Level 1: Pandemon  Demon  Hanged skeleton  Chimera  Infernal loading  Level 2: Infernal (broken)  Level 2: Infernal
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| Instructions | | Keyboard |
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| Cursor Left | Walk left | | Cursor Right | Walk right | | Space | Jump | | Shift | Use weapon | | < | Roll weaponry left | | > | Roll weaponry right |
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| Working And Broken Versions | "Myth: History in the Making" would have been the very last effort on Plus/4 by Methabolix, mostly based on the code written by Beast and the graphics drawn by Unreal. Basically, it is a conversion from scratch, where all the code comes from Beast originally, and all the graphics are just inspired by the official commercial game, yet designed from zero in order to run at best with the color limitations of the Plus/4's software sprites.
A final version, which includes at least three worlds, may had been released at a point, but it seems to be lost nowadays: Unreal has searched it into his own collection of disks, but he hasn't been able to find more than the two versions reported here. We decided to name them respectively as "myth_working.d64" and "myth_broken.d64.
-myth_broken.d64 has an edited directory showing few renamed files, one of those includes the same digi music intro as the one above, and the same readme.doc file is included too; unfortunately, after having started to load with LOAD"*",8,1 , the loaded file appears to be broken, because the bytepacker fails after the initial bitpacker does its job.
myth_working.d64 shows filenames in clear, reporting a V6.4/C as claimed into the directory itself; also includes the intro, properly named, and the readme.doc file written in EVS Noter.
Playing this V6.4/C version, the game looks in a very advanced state of progress, because very few features seem to await for some refinements. The background gets canceled if an element is hit by knives, and some screen boundaries don't work yet as expected, sometimes taking to fatal bugs on the screen.
Although all the files are actually displayed in the directory, it doesn't seem to include the hiscore table; the game actually runs, it suddenly loads the first level ("Pandemon"), and, although the game's engine is still ravaged by several flaws which make the game only barely playable, it has demonstrated to be a complete stage, and that can be actually completed. Once solved, the game load the second level ("Infernal") but it stucks once the loading ends.
The problem with the stage 2 seems to be related to the reprise of the music code. Isolating the player at $D500 someways partially fixes the main branch of the code. After that, with some handling of the IRQ and its closer branches, the game can possibly be unlocked. Stage 2 shows 4 empty and very similar rooms, and one room with a Greek temple. Moving further to the right, makes the game to hang definitely.
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| Stage 1 Solution |  Move to the right then find and collect the sword.  Go up then right and hit the hanged skeleton.  Wait the complete falling down of the skeleton.  Reach 3000 points and go back to collect the fireballs.  Hit the demon with the fireballs.  6 fireballs are needed to kill the demon.  Collect the Demon's pitchfork.  Turn back to Hanged Skeleton's place and go right to meet the Chimera.  One single pitchfork's hit in its mouth kills the Chimera.  Move to the right to finish the stage.
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| Few Recovered Bits | Some disks picked from the Unreal's disk collection contain large slices of the game: tools, converters, graphics' workstages, charsets and so on. Unfortunately, their format may be quite obscure in most of the cases, being a bunch of heterogeneous stuff strictly handled by the author himself.
 Infernal level's graphics  Medusa's background graphics  Panel color improved  Greek element (x2)  Dragon body (x2)
We've been able to recover some graphic elements, as well as the default text for the hiscores table:
methabolix da beast unreal myth the game has been a production of the methabolix inc. 1996ad this progy is our last one the age of eight bits computers is over so see you soon on another type of computers so long
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| Intro |
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| README.DOC Text | hello everybody! the beast/mx is attacking the keyboard overhere,to write some fuckin' text. as you may saw when you started the boot of the programm of this floppy disk,the drive loads our newest and probably best software.
we prouly name it : myth plus/4 version
i don't want to write stupidities,but i have to notice that credits are not stupidities. many programmer forigives about them and it causes problems... we don't want to hurt anybody so when you read all of these pages,you will find your own credit (when we used any softwares from you!) fuck spacey! the credits are like this: this text by: the beast/mx texter: evs noter v1.0 coded by sjp/evs 1x1 fontset by: unreal/mx music by: jch/vibrants composed on c-64 ripped by: the beast/mx from turrican intro freq.converter by: tcfs design first loader was coded by: the beast/mx used floppy-speeder: cms-fastloader/cms with some repairing by: the beast/mx
boot was coded by: the beast/mx no music,sorry! graphic by: unreal/mx 2x2 fontset by: ???/scn ripped by: the beast/mx text by: the beast/mx fuck spacey! introduction coded by: the beast/mx sound digitalized by: sensor/nst mixed by: sensor/nst ripped from: phenomena 3x2 fontset by : unreal/mx 1x1 fontset by : unreal/mx text : the beast/mx loader routine: the beast/mx main menu,high score and toplist saver were coded by: the beast/mx disksave speeder by: topsoft i/o routines by: the beast/mx 'myth' logo by: unreal/mx 3v digital converter by: tlc/coroners 2x2 hi-res fontset by: unreal/mx 1x1 fontset by : unreal/mx game was coded by : the beast/mx design by : methabolix inc loader routine : the beast/mx 2x2 fontset by : unreal/mx fuck spacey! level musics ripped from c-64 original musics from shadow of the beast level graphics by: unreal/mx there are not any converted bytes even if our gfx is simillar to the original myth's graphic!!! bobs coded by: the beast/mx bobs designed: unreal/mx every sinus movement was made with the a-system's sinus maker. we used the following softwares while we coded this software: (not in abc-oreder!!!) bit 'n byte compresser/csm of anarchy mx-packer/coby of mx. mx-byte compress/coby of mx. 3v freq. converter/coby of mx. 3v digi-converter/coby of mx. tlc's v2.0 digi-converter/tlc of cns. the disc wizard v2.0+/l.gaspar fuck spacey! disk-demon +4/cms of hcs gfx-packer/the beast of mx. logoeditor/csm of anarchy chareditor v1.2/csm of anarchy (i think this is the most useable editor ever released on this machine!) transformer/tdd of tit. sinus maker/a-system 5-bit player/coby of mx. multi botticelli/??? real botticelli/??? multi botticelli+/coby of mx. fastloader/cms of hcs. rastereditor/coby of mx. terror-news editor/johnny of tit. evs noter v1.0/sjp of evs. mega-dir-sorter/delta system (this programm makes many errors,for ex- ample when you validates...checksum is virtualy more than the real free blocks' space!) logopaint/tcfs design 3c converter/steve of scn.
fuck spacey!
finaly,the beast would like to say a big thanx to his wife,nike for not disturbing a lot while the programm made keep the +4 alive freax!!! c.u.l.8.t.e.r. the beast/mx is signing off! fuck spacey!
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