FulYa Pit Fireballs

Discuss Chaos Strikes Back, the "expansion pack" for Dungeon Master.
This forum may contain spoilers.
Forum rules
Please read the Forum rules and policies before posting.
Post Reply
User avatar
Paul Stevens
CSBwin Guru
Posts: 4318
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

FulYa Pit Fireballs

Post by Paul Stevens »

So you wanted to see the fireballs generated when you throw
something other than Corbum into the FulYa Pit? But you always
got toasted? Try this......On the Atari version or CSB for Windows.

Stand in front of the FulYa Pit. Slide one step
to your right. If you now turn left and throw something
across the opening to the pit it will be teleported around
the corner and into the pit. But first, you should go
open the door so that you have an easy exit.

So:
1) Open the door. Lighten you load so you are fast.
2) Go to the right of the pit without passing the
pit (so the door will stay closed)
3) Throw an arrow or something across the
opening to the pit.
4) Run out the door before waiting to see
what happens.
5) Observe the giant Fireballs going around
the room. Where do they come from? Are there
an infinite number? Will the program eventually
crash for lack of memory?

You can also pull this trick with the fourth Corbum.
What happens then? Try it.

PAul
prsteven@facstaff.wisc.edu
Sundeep Nandra

Re: FulYa Pit Fireballs

Post by Sundeep Nandra »

Hey that's interesting...an infinite number??

Oh hey speaking of which......when I used to play Dungeon Master on the ST (yes this is the wrong forum), there were occasions my saved game would become corrupt....doors would no longer open or close and any fireballs or such would become suspended in air and only explode if I walked into them...did anyone ever experience that crazy phenomenon?

*is running over to the Ful Ya pit*
User avatar
Paul Stevens
CSBwin Guru
Posts: 4318
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Re: FulYa Pit Fireballs

Post by Paul Stevens »

I never saw this on the ST or on the PC. It sounds as if the
timers got corrupted. In CSB there is a binary tree of timer
entries. An entry out of its proper place could cause the
process to get stuck. Everything that normally moves would
stop moving.

Off topic.......
This tree is the only thing in the game that (in my
humble opinion ) is not reproduced exactly when you save and
restore a game. Timers with the same timeout value may be
processed in a different order if you save and restart the game.
This does not cause any problems during normal gameplay.
But I think it would cause a problem if you made a recording
(using CSB for Windows), saved the game, and then attempted
to replay the recording from the saved point. That is one reason
that CSB for Windows makes no attempt to allow such a thing.

PAul
prsteven@facstaff.wisc.edu
User avatar
beowuuf
Archmastiff
Posts: 20687
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Re: FulYa Pit Fireballs

Post by beowuuf »

I had that in the amiga version...but that was from a game being played for aaaages. A cloned flask appeared that crashed the game if dropped or stolen, there was one party member whose load was messed up, and wrapped around to a large number if they had no possessions, and also i could cause a ZO explosion to hover over a huge pile of drumsticks. I think it just became corrupted over time...
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
Sundeep Nandra

Re: FulYa Pit Fireballs

Post by Sundeep Nandra »

lol geez that sounds crazy.
User avatar
Gambit37
Should eat more pies
Posts: 13715
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: FulYa Pit Fireballs

Post by Gambit37 »

I had similar things in some of my Amiga DM save games, especially games that had been played for months and months. I even got to a point once where pink rats were appearing in the screamer regeneration room and a zo spell floated merrily above them - and this was many years before DMute....!
Sundeep Nandra

Re: FulYa Pit Fireballs

Post by Sundeep Nandra »

LOL!
Ian C

Re: FulYa Pit Fireballs

Post by Ian C »

Yeah, I remember these things too. At the time I was only about 10 - I thought I had found some sort of new spell when I made the ZO cloud. I was quite proud of myself. I was soon disappointed when I found out the truth :-(
User avatar
Lunever
Grand Druid
Posts: 2712
Joined: Thu Feb 14, 2002 4:47 pm

Re: FulYa Pit Fireballs

Post by Lunever »

I had an version on amiga once, where time always stood still after changing level, so you had to save the game and restart it. The good thing was, that protection spells casted during this state lasted forevermore from then on :-))
Parting is all we know from Heaven, and all we need of hell.
James Lloyd

Re: FulYa Pit Fireballs

Post by James Lloyd »

i remember this also on my amiga version, every time i launched a fireball it just stayed suspended in mid air, then again it was helpful most of the time, kinda like mines for enemies to trigger and boom, best bit was in the dead end place, i couldnt get a chance to say bye to the deth knights. i definately want to do that again lol.
Post Reply