Amiga Kid Dungeon
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- ChristopheF
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Re: Amiga Kid Dungeon
Thanks for the information. It confirms that the 2.2 Amiga versions do include a kid dungeon, slightly different from the one found on the Apple IIgs version.
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- dayday2008
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Re: Amiga Kid Dungeon
You're welcome Christophe, but why did they alter it slightly and not make note of it in the manual?
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- dayday2008
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Re: Amiga Kid Dungeon
So that people would know that it existed of course!
I've never encountered the kid dungeon loading instructions like the one I saw on the DM encyclopedia!
How come people buying the game for the first time in the early 90's, or whenever the 2.2 version was released, were not informed of the kids dungeon?
I've never encountered the kid dungeon loading instructions like the one I saw on the DM encyclopedia!
How come people buying the game for the first time in the early 90's, or whenever the 2.2 version was released, were not informed of the kids dungeon?
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- Ameena
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Re: Amiga Kid Dungeon
Maybe it was more of an Easter Egg - something for curious players to discover by accident.
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- Gambit37
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Re: Amiga Kid Dungeon
Ah, right, your grammar was misleading. I see you were actually asking two questions:
Why did they alter it slightly?
Why did they not make a note of it in the manual?
Your question as worded asks "Why did they not mention in the manual that they altered the dungeon slightly?"

Why did they alter it slightly?
Why did they not make a note of it in the manual?
Your question as worded asks "Why did they not mention in the manual that they altered the dungeon slightly?"

Re: Amiga Kid Dungeon
It is really remarkable that they(FTL) where hardly able to cram the game onto a single disk
and then had enough space left for a hidden dungeon !! unbelievable..
It would have been quite a blast if they had mentioned the alteration in the manual.
imagine the text
(we changed the hidden dungeon a bit in this version. But you don´t even know that a hidden dungeon exists or how to start it, don´t you? - so you can savely ignore this message. It is furthermore also rather unlikely that you own an Apple IIgs copy of dungeon master which comes with a slightly different hidden dungeon than the amiga version you hold in your hands so ... never mind .->Better we don´t mention it at all.)
apart from that a rewrite of the manual would have generated costs.
anyway I should really play this dungeon some time. Is it the one with Halk Gonzo Barbarian?
and then had enough space left for a hidden dungeon !! unbelievable..
It would have been quite a blast if they had mentioned the alteration in the manual.
imagine the text
(we changed the hidden dungeon a bit in this version. But you don´t even know that a hidden dungeon exists or how to start it, don´t you? - so you can savely ignore this message. It is furthermore also rather unlikely that you own an Apple IIgs copy of dungeon master which comes with a slightly different hidden dungeon than the amiga version you hold in your hands so ... never mind .->Better we don´t mention it at all.)
apart from that a rewrite of the manual would have generated costs.
anyway I should really play this dungeon some time. Is it the one with Halk Gonzo Barbarian?
- dayday2008
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Re: Amiga Kid Dungeon
Quite right Gambit, I apologize for this mistake, I had not noticed itGambit37 wrote:Ah, right, your grammar was misleading. I see you were actually asking two questions:
Why did they alter it slightly?
Why did they not make a note of it in the manual?
Your question as worded asks "Why did they not mention in the manual that they altered the dungeon slightly?"

This could be possible taking into account what zoom said about costs! This way they've created an easter egg, provided that people forgot about it, and also saved money by not having to place the kid dungeon loading instructions in every box.Ameena wrote:Maybe it was more of an Easter Egg - something for curious players to discover by accident.
Does this seem plausible?

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Re: Amiga Kid Dungeon
I got Kid Dungeon working both in the Apple IIgs version (eXoAppleIIGS), the Amiga disk version (using v2.0 cracked as base) and in Amiga WHDLoad.
To create a "permanent" version, just create a new copy of the disk or WHDLoad folder, and delete Dungeon.dat. Then get DungeonB.dat from the v2.2 disk version from http://dmweb.free.fr/games/dungeon-mast ... ons/amiga/. Rename DungeonB.dat to Dungeon.dat. The same trick work for the WHDLoad version.
When the gate is loaded just start the game normally.
It's fully playable. Saving/Loading works in the WHDLoad version. Dragon is dead, the people are happy.

To create a "permanent" version, just create a new copy of the disk or WHDLoad folder, and delete Dungeon.dat. Then get DungeonB.dat from the v2.2 disk version from http://dmweb.free.fr/games/dungeon-mast ... ons/amiga/. Rename DungeonB.dat to Dungeon.dat. The same trick work for the WHDLoad version.
When the gate is loaded just start the game normally.
It's fully playable. Saving/Loading works in the WHDLoad version. Dragon is dead, the people are happy.

Re: Amiga Kid Dungeon
I've just found from this thread that there were 2 versions of the Kid Dungeon
.
It is a bit more complex than the first one. It's Kid dungeon v2.
Apparently the dungeonB.dat is a compressed format; do someone have the proper uncompressed version of it ?

It is a bit more complex than the first one. It's Kid dungeon v2.
Apparently the dungeonB.dat is a compressed format; do someone have the proper uncompressed version of it ?
- ChristopheF
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Re: Amiga Kid Dungeon
You can use my script here http://dmweb.free.fr/community/tools/du ... ion-tools/
to decompress the dungeon.
to decompress the dungeon.
Christophe - Dungeon Master Encyclopaedia
Re: Amiga Kid Dungeon
Thank you Christophe,
I wanted to display both Kid dungeons, side by side; Apple IIgs version on left, Amiga version on right

Oh and in both, Wuuf is called "Wuuuf".
I wanted to display both Kid dungeons, side by side; Apple IIgs version on left, Amiga version on right

Oh and in both, Wuuf is called "Wuuuf".
- ChristopheF
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Re: Amiga Kid Dungeon
Nice!
I added your image here: http://dmweb.free.fr/games/dungeon-mast ... us-dungeon
I added your image here: http://dmweb.free.fr/games/dungeon-mast ... us-dungeon
Christophe - Dungeon Master Encyclopaedia
Re: Amiga Kid Dungeon
It almost looks like the IIGS version of the Kid's dungeon was unfinished. Like they accidentally shipped an earlier file by mistake. That actually might make some sense.
So, in the IIGS version of the Kid's Dungeon, in the "Shooting Gallery" if you look across the pits you can see what appears to be an item on the side where the mummies wander.
I never found any way to get to the other side and retrieve that item and given that the game didn't end when you killed the dragon, I was always convinced there was something I was missing.
I swear I bumped into every wall looking for illusionary walls, and never figured it out.
On the other hand, I never did figure out how to control the alcoves opening in the area with the gigglers either to the point where I was halfway convinced it was random what items you could get in that area each game. I later concluded there had to be some pattern because returning later would often have more treasure (fore the gigglers to steal while I was clicking symbols for another poison bolt).
So any insight into what that item I could see on one side of the shooting gallery but could never reach was? Could it be reached on the IIGS? Or insight into how to collect all the treasure in the giggler area? It's something I've wondered about for over 35 years.
So, in the IIGS version of the Kid's Dungeon, in the "Shooting Gallery" if you look across the pits you can see what appears to be an item on the side where the mummies wander.
I never found any way to get to the other side and retrieve that item and given that the game didn't end when you killed the dragon, I was always convinced there was something I was missing.
I swear I bumped into every wall looking for illusionary walls, and never figured it out.
On the other hand, I never did figure out how to control the alcoves opening in the area with the gigglers either to the point where I was halfway convinced it was random what items you could get in that area each game. I later concluded there had to be some pattern because returning later would often have more treasure (fore the gigglers to steal while I was clicking symbols for another poison bolt).
So any insight into what that item I could see on one side of the shooting gallery but could never reach was? Could it be reached on the IIGS? Or insight into how to collect all the treasure in the giggler area? It's something I've wondered about for over 35 years.