Asteroids Attack Mac OS
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Freedom Planet |
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Developer: GalaxyTrail This game has unused animations. This game has a prototype article This game has a bugs page This game has a prerelease article |
To do:
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Freedom Planet is a 2D platformer released in 2014, about a trio of female anthropomorphic animals on a mission to save their planet from an evil warlord. Originally planned as a Sonic fan game, game developer Strife quickly changed her mind and turned the game into her original property. The game's fundraiser and launch were successful, the reception positive; Freedom Planet had been praised for its unique mix of Sonic and other retro game elements.A sequel, with the very obvious title, Freedom Planet 2, had been announced in late 2015.
For an elaboration on the term frame in the context of this game, see 'Frames'. |
MacOS systems abused in DDoS attacks. Up to 40,000 macOS systems expose a particular port online that can be abused for pretty big DDoS attacks. Homeworld 2 is a real-time strategy video game sequel to Homeworld, developed by Relic Entertainment and released in 2003 by now defunct publisher Sierra Entertainment.Its story concerns Hiigara's response to a new enemy called the Vaygr. Asteroids works in standalone mode or can be controlled directly by the Ableton PUSH & Push TWO or Novation LaunchPad MKI & MKII & LaunchPad PRO MKI & MKII Advanced sequencing modes makes Asteroids a powerful sequencer for both experimental/generative melodic sequences or intricate/polyrhythmic drum patterns.
Both types of Asteroids can be found in the Space schmup. The only things they do are rotating and floating in one direction (by default, to the left). The small Asteroids have an HP amount of 5, whereas the big have 12. Destroying one of the big Asteroids causes it to break into four smaller Asteroids that spread in four directions.
- 3Invsible Objects
- 6Unused Rooms
- 8Unused Code
- 9Unused Boss Behavior
- 11Unused Graphics
- 12Unused Music
Sub-Pages
Torque Beta Stuff only readily available, and dissectible, in that build in particular, which includes an unfinished stage and shmup section. |
Patched Out Bits and pieces of unused content wiped from existence throughout the years. |
Debug Includes a level select and debug mode. |
Unused Dialogue Everything they removed from the Director's Cut, and more. |
Version Differences Mostly bug fixes and added graphical polish. |
Character Locks
Since the 1.20.2 version, attempting to play as either Spade or Torque will result in the game restart, thus, also locking access to Horizon Starport and Warp Sector levels due to fact that the game forces Torque as a playble character on them.
Invsible Objects
Monitor Icons
Object name: MonitorIcon
A leftover from early prototypes. The sprites in order: Crystals, Petals, Fire Shield, Metal Shield, Water Shield, Invincibility, Speed Up, Extra Life (for Lilac), Extra Life (for Carol, presumably, but without any graphic), Wood Shield, Earth Shield, Keystones (presumably), (Yen?), and... a chicken?
They are still sometimes used as a timer to delay their effects. Variable A starts with 0 and increases by 1 each frame.
Crystal Flowers, Shard Flowers, Keystone Monitors, Bombs, and Crates spawn their contents instantaneously and as such, the icon will not even be created. Other types of monitors are set to be triggered once A reaches exactly 64 (which is a whole one second and four frames).
Sign
To do: Used how? |
Object name: Sign
Despite the sign only showing up on very early prerelease footage, it is still used in the game.
Cat Face
Object name: Object_CatFace
Found in Lilac's Treehouse (Day) and used during a cutscene but invisible, it will store Lilac's X position (a value of 252) right before she runs off in the blooper moment. Once the next line of dialogue is loaded, Lilac will be teleported her back to where she originally stood using the stored value.
Mantalith Icons
Object names: Boss_AnimationData, Boss_JumpPoint
Icons for the Mantalith boss in Relic Maze that are used to trigger its jumping behavior.
Fortune Night Easter Egg
Landing on the pieces of the keyboard in a specific order rewards the player with a 1-up.
What most people won't notice is that the note sheet is of the victory jingle found in Jade Phoenix, one of Strife's old game projects.
Naming Oddities
- The Crystal Flower is still referred to as a Ring Monitor.
- Listed as 'Hunter Snake', the boss' components are still using a 'Serpentine' prefix.
- In the Fortune Night end boss room, Serpentine retained his 'Panther Rider' name from the prototypes.
- Both Serpentine's and Spade's special attacks are referred to as 'Dual Crash'.
- While listed as 'Robogunship' in the Shang Tu Dojo, it is also just called 'Gunship'.
- The Absolution is sometimes internally named 'Brevon's Mech'
- Listed as 'Big Chomper', its components use the name 'Chomper Snake'.
- The Metal Pup is also called 'Chomper'.
- Biker Ninjas are also called 'Bike Ninja'.
- The purple Totems are also named 'Totematic'.
- Shade Troopers are internally named both 'Shade Elite' and just 'Elite'. The Shang Tu Dojo lists them properly as 'Shade Trooper'.
- The Boost Rings in Pangu Lagoon are also named 'Time Gates'.
- There's some terminology confusion; in-game dialogue uses 'motorcycle' to refer to Carol's bike, while internal files still call it 'bike'.
Unused Rooms
Lilac's Treehouse ('Day' and 'Night')
Frame 14 ('Lilac's Treehouse (Day)') and 15 ('Lilac's Treehouse (Night)')
While technically used, both areas are only seen in cutscenes and cannot be explored in any of the game's release versions. Through memory editing, it's possible to access the frames and, as long as global variable Checkpoint doesn't have a value 11 or higher, no cutscenes will be triggered. You can enter the treehouse and get to the living room, but there is, unfortunately, no way to enter the bedroom. If you are not playing as Lilac, she will sit outside on a bench next to the bridge.
In the night version of the area, Torque (in his Shellduck disguise) can be found along with his tent to the left of the treehouse. The tent, however, cannot be entered. Also, it is now possible to talk with Lilac by approaching her and pressing 'Up'. However, all this does is temporarily glitching the character you are using (unless you are too far away from Lilac, potentially making you stuck in that case), and none of the assigned voice clips actually play.
Pausing the game in both areas brings up the pause screen used during cutscenes. Leaving the area triggers the stage transition, moving the player to the next stage, Aqua Tunnel.
Shang Tu Dojo
Frame 76.
Albeit being similar to the Shang Mu Academy, the Shang Tu Dojo has a different setup, and no stages can be played, unfortunately. The background torches ended up reused for Trap Hideout.
The frame stores strings that contain a bunch of enemies and boss names and has sprites for Turretus, Dragonfly, Ganseki Jr., Cacteon, Spore Pod, Star Flounder, Hopper, Slug, Iris, Extractor's body, Golem's eye, Firespitter, Ganseki's body, Bone Golem's head, Firefly, Slime, Iron Worm's head and Chomper, all of which would be unseen.
Inaccessible Areas/Objects
Found in Frame 8 ('Update Records').
All graphics for the Result Screen found in early prototypes are still present, though they are missing all of their functionality. For reference, the top border of the screen starts at X:0 Y:-496, placing the bottom border at -120 pixels above the room's boundary.
Found in Frame 14 ('Bonus Stage').
Starting at X:464 Y:392, there's a different layout for the bonus stage. The targets, which find their use in the Shang Mu Academy, are non-functional. It is also not possible to jump through the platforms since they are tiles with basic non-layered collision.
Found in Frame 24 ('Dragon Valley 4').
At around X:12000 Y:224, there's a pair of 'floating' islands that are not necessarily inaccessible but hard to reach thanks to the camera trying to focus on both the player and the boulder during the chase section.
Found in Frame 48 ('Thermal Base 4').
Starting at X:4160 Y:824, it may at first seem like an unused tile formation. In actuality, a resized version of this formation can be seen in the stage's background as part of the parallax, albeit with more bland coloring.
Found in Frame 54 ('Pangu Lagoon 4').
At around X:8411 Y:1182, there's a Terreon placed outside of the stage boundary.
Found in Frame 70 ('Final Dreadnought 5').
Below X:0 Y:730, starts a big section only visible during an exposition from Torque.
Asteroids Attack Mac Os Catalina
Unused Code
Alternate Scenery Shift
There still exists an older version of Fortune Night's scenery shift that happens when the player leaves/enters the mall. Normally invisible, the Sky Battalion can now be seen raining down projectiles. One of the ships is also shown slowly pulling up the Kingdom Stone. Reactivating this in place of the new scenery shift will result in a softlock, as the Robopanther cutscene will never be triggered.
Palette Swap Feature
Originally, the game allowed you to change the colors of the character's outfit, or hair when plying as Milla. Lilac, Carol, and Milla all have finished palettes, which cannot be said about Torque and Spade.
This went ultimately unused as it caused graphical glitches in all 'turbocharged' builds of the game. Not all stages suffer from them but special mention goes to the Robopanther boss, which can soft lock the game due to the glitches occasionally modifying some objects' functions.
Talking Blips
It is actually possible to turn off the voice acting and instead have the dialogue be voiced through blips.
Unused Boss Behavior
To do: There's more. |
Syntax Squid Mode
After its short intro scene, an unused trigger would cause the camera to slightly lag behind the player during the fight.
Unused Enemy
Object name: Enemy_Magnetizer
An enemy called 'Magnetizer' can be found in the 'Earth Ship' section of Sky Battalion, albeit placed out of bounds and thus immediately removed from memory. Design-wise, it looks pretty similar to the Pelletizer, just with magnets instead of cannons.
It has 15 HP. Once the player is standing under it, it will attack by launching its magnets, which can deal touch damage.
There also exists a special kind of crate called Enemy_MagnetizerCrate that just looks exactly like a pushable crate found in the Metal Ship. If the Magnetizer is standing under one, it will use its magnets to pick up the crate, making it possible for the crate to be moved around. After some time, or if the player happens to stand under it, the Magnetizer will then drop the crate. The crate does not crush the player but still deal damage.
Unused Graphics
Lilac breathing an air bubble. Goes unused since the bubbles were modified from their Sonic-typical behavior.
Mac Os Mojave
An older version of Lilac's dance.
Spade's sitting animation, which only consists of a single frame.
Spade laughing. Split into the entry frame and the loop.
Unfinished sprite of Serpentine falling over, which misses his arms.
Stage-Related
Early sprite for the Buoy Buoy enemy.
Sketches of a never implemented enemy found inside the Buoy Buoy animation set.
Earlier version for the Axle Turret enemy. The sprite is found inside the Bullfrag animation set despite the Axle Turret itself never appearing in Jade Creek.
Sketch-ish sprite for a pose the Shade Trooper enemy could have made.
An alternate sprite of the Pushup enemy. Its upper cannon looks different and it is missing its bottom cannon.
Unused animation of the Ninja enemy throwing something. Since the Bike Ninja never leaves its bike (except for when it dies), it goes unused.
Unused laughing animation for the Ninja enemy.
Sketches of the Bike Ninja.
More sketches, now of the Rocket Puncher enemy.
Unused frame for the enemy variant of Sparky, showing it has teeth.
Old and unfinished sprites for the Absolution's head, both of which colored gray instead of the turquoise that the final sprite uses.
Sketch of something called a 'Crane', which is literally a crane. The object that contains the sprites uses the 'Enemy_' prefix, hinting that it was intended to become one at some point.
An older version of the mural found on the wall of the living room inside Lilac's Treehouse.
The poster of the Ninja Hurk translated into Chinese (莫霍克突变; Mohawk Mutation).
The sprite of an unused enemy called 'Mallet', which is basically a recolored Turretus, but with a giant hammer attached to it. It was never programmed into the game and remains out of bounds. Strife herself referred to this enemy as a 'Hammer Turretus'.
Sprite dump of the 'Hopper Missile', at different angles and with various design tweaks. Like the Mallet above, they were merely 'sketch' sprites for potential enemy concepts.
The sprite of a basketball, and a bouncing animation.
A basketball hoop along with the net that is attached to it.
A question mark.
Prerelease/Prototype Leftovers
The old goal post, spinning.
End-of-goal post images for Lilac, in her old design, and Carol.
A grayed-out version of the 'ADVENTURE' text on the title screen. It was used in earlier builds of the game where Adventure Mode was inaccessible but goes unused in the final game.
The 'COPY' text that was used for a, guess it, copy save function.
Multiple small potions colored after the shields powerups. The purpose is unknown.
An older version of Neera's Ice Ring projectile. Looks thinner than the one seen in the final game.
Misc.
The 'PRESS START' text, seen in the title screen, with an + button added on top of 'START'. Since it's only meant to be used in the Wii U port of the game, it goes unused in the PC version.
A single leftover save slot stores older versions of various save file portraits. Lilac's and Carol's set of portraits already consists of the four used in the final but less polished while Milla only had one at some point.
Spade's save file images don't use original sprites and only duplicate frames of his character select frames.
Save file images for Torque.
Multiple difficulty settings (Easy, Average, Hard to Hit, Hard, and Very Hard), found in 'Shang Tu Dojo'.
Unused Music
Alternative Version of 'Relic Maze'
Location: *game_folder*DataBGMm_stage2a.ogg
An alternate version of 'Relic Maze 1' created by BlueWarrior. On Soundcloud[1], Strife stated that she chose Woofle's rendition as it was 'the best fit for the pacing of the stage'. Another, unfinished, version of the track has been released in the Official Soundtrack under 'Relic Maze (Extended Mix)'.
Cut Intro of 'Sky Battalion'
The version found in the Official Soundtrack contains a six-seconds long intro section not found in the game version. This preview was cut to only include the intro section; the track continues like normal at ~0:06.
Disaster
Location: *game_folder*DataBGMm_disaster.ogg
Can be found in the Official Soundtrack, where it has been dubbed 'Disaster Strikes'.
Trap Hideout 2
Location: *game_folder*DataBGMm_stage7b.ogg
Trap Hideout was originally intended to have a second variation. It was ultimately left unused, as the game does not feature a second 'act'. This track has been included in the Official Soundtrack.
The Freedom Planet series | |
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Freedom Planet (Prototypes, Prerelease) • Freedom Planet 2 (Sample Version) |
Type | Private |
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Industry | Software, video games |
Founded | August 18, 1993; 27 years ago |
Defunct | July 19, 2019; 21 months ago[citation needed] |
Headquarters | Rochester, New York, U.S. |
Andrew Welch | |
Products | Sharewarevideo games and utilities |
Website | http://www.ambrosiasw.com |
Ambrosia Software was a predominantly Macintoshsoftware company founded in 1993 and located in Rochester, New York, U.S. Ambrosia Software was best known for its Macintosh remakes of older arcade games, which began with a 1992 version of Atari, Inc.'s Asteroids from 1979. The company also published utility software. Its products were distributed as shareware; demo versions could be downloaded and used for up to 30 days. Later the company released some products for iOS. Ambrosia's best-selling program was the utility Snapz Pro X,[1][2] according to a 2002 interview with company president Andrew Welch.
In 2017, customers reported on Ambrosia's Facebook page that attempts to contact the company were unsuccessful and they were unable to make new purchases.[3] As of July 2019, the website is offline.
History[edit]
Ambrosia Software was incorporated August 18, 1993 by Andrew Welch after he graduated from the Rochester Institute of Technology in 1992.[4]The first game produced by Ambrosia was Maelstrom, a 1992 remake of the 1979 Asteroids arcade game. Maelstrom won a number of software awards.[5] This initial success led Ambrosia to release several more arcade-style games, including Apeiron (a remake of Centipede), Swoop (a clone of Galaxian), and Barrack (a clone of JezzBall). In 1999, Cameron Crotty of Macworld wrote 'No other company has gotten so much mileage out of renovating mid-1980s arcade hits.'[6]
Nearly all of the company's ten employees were laid off in 2013, but Welch denied rumors of the company shutting down.[7] In late 2018, the company's last remaining employee announced that Ambrosia was officially shutting down its operations.[8]
Products[edit]
Games[edit]
Ambrosia Software's games, in order of release:
- Maelstrom — Asteroidsremake
- Chiral
- Apeiron — Centipede remake
- Swoop — Galaxian clone
- Barrack — JezzBall clone[9]
- Bubble Trouble — Pengo remake
- Harry the Handsome Executive
- Slithereens
- Cythera
- Deimos Rising
- Coldstone game engine
- Bubble Trouble X — Mac OS Xport of original, with minor gameplay changes
- pop-pop
- Uplink — Mac OS X port
- Aki
- Apeiron X — Mac OS X port of the original, with enhanced graphics
- Darwinia — Mac OS X port
- DEFCON — Mac OS X port
- pop-pop — Universal Binary release
- Uplink — Universal Binary release
- Aki — Universal Binary release
- Mondo Solitaire
- Aki — iPhone/iPod Touch release
- Aquaria — Mac OS X port
- Escape Velocity Nova — Universal Binary release
- Multiwinia — Mac OS X port
- Hypnoblocks
Ambrosia, in conjunction with DG Associates, has also released the Escape Velocity Nova Card Game.
Productivity Software[edit]
Ambrosia Software's utilities, in order of release:
- Eclipse — Screen saver CDEV
- Big Cheese Key — FKey to mask screen image from boss.
- FlashWrite — Text editor Desk Accessory
- FlashWrite ][
- ColorSwitch — Menu bar item to change monitor color depth
- EasyEnvelopes — Envelope printing Desk accessory. Later a Mac OS X v10.4 and Mac OS X v10.5Dashboard widget.
- Snapz
- To Do!
- Oracle
- ColorSwitch Pro
- Snapz Pro— Screen capture application
- iSeek — Desktop search application
- Snapz Pro X — Mac OS X-compatible version of original
- WireTap Pro — Audio recording utility
- Screen Cleaner Pro — April Fool's joke
- Dragster — File transfer application
- iToner — iPhone custom ringtone transfer utility
- WireTap Studio — Audio recording, editing and master storage; won a 2007 'Eddy Award' from Macworld
- WireTap Anywhere — professional virtual audio patchbay utility, enabling the recording of any Mac OS X application's audio output from within any Mac OS X audio application.
- Soundboard — Mac OS X Audio playback ('computerized cart machine')
- Big Cheese Key X — Mac OS X-compatible version of original
No 'Crippled' shareware[edit]
One of Ambrosia's founding mantras was that shareware software should not be distributed as crippleware. The company's software was released on the honor system with only a short reminder that you had used the unregistered software for 'x' amount of time, creating what is commonly called nagware.[10]
This policy was later changed and the company employed typical shareware piracy prevention measures,[11] as well as more innovative ones such as used in the Escape Velocity line of games where the team's mascot, Hector the Parrot (known in-game as Cap'n Hector), would use her heavily armed ship to ceaselessly attack players of unregistered copies after the trial period had expired. Their software products therefore fell under the category of crippleware.[11] Now that the company no longer provides new expiring license codes, customers who had purchased Ambrosia software are now treated as though they have expired trial versions, for instance meaning that Cap'n Hector's attacks in Escape Velocity games cannot be stopped.
Matt Slot has written about the factors that played into the policy change.[10]
References[edit]
- ^'MacSlash Interview: Andrew Welch of Ambrosia'. MacSlash (retrieved from the Internet Archive). 2002-01-23. Archived from the original on 2007-12-31. Retrieved 2011-04-28.
- ^More information on Snapz Pro X
- ^'Ambrosia Software'. Facebook. Retrieved 6 February 2018.
- ^'Home-grown Ambrosia feeds software niche', Michael Saffran. In RIT: The University Magazine, Vol. 10, #1
- ^'Into the Maelstrom'. The Mac Observer. 1999-12-08. Archived from the original on 8 June 2011. Retrieved 2011-04-28.
- ^Crotty, Cameron (January 1999). 'Mars Rising'. Macworld.
- ^Mathis, Joel. 'Despite layoffs, Ambrosia says it's still in business'. Macworld.
- ^'Bonus: The Rise & Fall of Ambrosia Software, '90s Mac Legends - PAX Aus 2019 talk'.
- ^Salvador, Phil. 'Barrack'. The Obscuritory.
- ^ abSlot, Matt (2002-03-11). 'The Plain Truth about Casual Software Piracy'. TidBITS. Retrieved 2011-04-28.
- ^ abWelch, Andrew (2000-01-22). 'Ambrosia Times: President's Letter: On CDs and Shareware'. Ambrosia Software. Retrieved 2011-04-28.
External links[edit]
- The Ambrosia Archive (a fan-run archive of Ambrosia Software installers)