Q-Bird (Compute's Gazette)
This delightful and colorful arcade-style game for the Commodore 64 challenges your character, a defenseless (but nimble) baby bluebird, to survive among a crew of nasty, hungry enemies.
Other birds say you're paranoid, but you're not--everyone really is out to get you. You often ask yourself how long a defenseless baby bluebird can hope to survive when a host of voracious predators are looking for a meal. If only you could leave this place to find a new home. But alas--you're too young to fly. The best you can manage is a flapping long jump. But you'd better be careful not to jump too far: You could fall a long way down.
The article for this game can be found on page 46 of Compute's Gazette Issue 42 (December 1986)
Why TAS This Game?
The continuation of TASing games from my all-time favorite magazine, Compute's Gazette. This makes my 32nd TAS from this series.
I remember getting this magazine in the store and was anxious to get home and type it in. I wasn't disappointed, as it provided many hours of game play and fun. The only thing was...this game was difficult.
Previous Compute's Gazette submissions include (In order of submission):
Game Difficulty and Ending
As described in the magazine article, the highest difficulty is Level 15. I choose to play the game on this level, which basically means you have to hop on all squares 15 different times to complete the goal. Playing it on Level 1 will show the same enemies, to be followed up by the next level upon completion.
Because the difficulty is "selectable", I choose to play one round...since it is a looping game.
I invoke the judgement made also on the following games, which follows similar goal choice:
- Chopper 1: a looping game where the hardest level of difficulty shows the same response as with levels 1 through 8...only playing at its fastest drop rate.
- Circuits: a looping game where the hardest level of difficulty is played across 5 unique screens, where the most electrical pulses are displayed.
- Space Dock: a looping game where the hardest level of difficulty shows the same response as with Levels 1 and 2...yet the enemy movement is at its fastest.
Effort In TASing
This was actually an easy TAS, since I have a ton of experience manipulating C64 games. In this version, RNG is not exactly controllable. Some enemies respond to a simple AI algorithm, but the random movement of some enemies was never adjustable by any means that I had.
Human Comparison
Couldn't fine one. :(
Special Thanks.
- DrD2k9 for talking with me about a concern with submitting.
feos: Claiming for judging.
feos: Accepting.
despoa: Processing...