[007]
Gonemad
Current Version
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The game Truxton is odd in this regard, because you have to, in theory, \"zero\" it five times to see all the cutscenes, each one is a Round. The whole game just repeats itself in harder mode every round, so it is not considered you have to play through all the maps five times to \"zero\" it once, but you \"zero\" it five times. The score itself (into billions at this point) doesn\'t even get close to wrapping around into 9\'s or 0\'s.
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The game Truxton is odd in this regard, because you have to, in theory, \\\"zero\\\" it five times to see all the cutscenes, but each one is tracked as a Round in the game. The whole game just repeats itself in a harder difficulty every Round, so it is not considered you have to play through all the maps five times to \\\"zero\\\" it once, but you \\\"zero\\\" it five times. The score itself (into billions at this point) doesn\\\'t even get close to wrapping around into 0\\\'s or capping in all 9\\\'s.
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Score caps. Curiously, in Brazilian Portuguese, reaching the maximum score is called, in a rough translation, \"zeroing\" the game, probably because it was assumed the game score would wrap around to zero. The term extended to simply finishing a game, when there is no score to track in a game that has an Ending. In GTA Five, for example, it is assumed to \"zero\" it when you get the Roll Credits scene.
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Score caps. Curiously, in Brazilian Portuguese, reaching the maximum score is called, in a rough translation, \\\"zeroing\\\" the game, probably because it was assumed the game score would wrap around to zero. The term extended to simply finishing a game, when there is no score to track in a game that has an Ending. In GTA Five, for example, it is assumed you \\\"zeroed\\\" it when you get the Roll Credits scene.
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Not even the NES Tetris, (in recent events a Human finally crashed the game and actually oficially FINISHED it), does that. It clocks all 9\'s on the score, it freezes, but the game itself keeps going until it eventually crashes when it reads random RAM addresses as game instructions (???)...
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Not even the NES Tetris, (in recent events a Human finally crashed the game and actually, oficially, FINISHED it), does that. It clocks all 9\\\'s on the score, it freezes, but the game itself keeps going until it eventually crashes when it reads random values thrown into the instruction memory space due to the memory overflow...
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I don\'t think I have ever seen a game that wraps around the score to zero and freezes. River Raid for Atari crashes right away when you go from 999,999 to 1 million, but it doesn\'t even have ram to show the score on the screen (the video ram IS the game ram, ATARI has crazy features, search ATARI VDP to see how it works) and KILLS the player as it overwrites the \"lives\" bit...
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I don\\\'t think I have ever seen a game that wraps around the score to zero and freezes. River Raid for Atari crashes right away when you go from 999,999 to 1 million, but it doesn\\\'t show zeroes on the screen (the video ram IS the game ram, ATARI has crazy cutting-corner features, search ATARI VDP to see how it works) and KILLS the player, as in, it removes one life, and then all of them if you try to keep playing, one at a time...
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Not even the NES Tetris, (in recent events a Human finally crashed the game and actually FINISHED it), does that. It clocks all 9\'s on the score, it freezes, but the game itself keeps going until it eventually crashes when it reads random RAM addresses as game instructions (???)...
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Not even the NES Tetris, (in recent events a Human finally crashed the game and actually oficially FINISHED it), does that. It clocks all 9\\\'s on the score, it freezes, but the game itself keeps going until it eventually crashes when it reads random RAM addresses as game instructions (???)...