Kill screen

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Kill screen is a term utilised to describe the poin

`t` in a video game where as a result of incompetent

~~ref:htpsrc!33j-.log/s6key't+go£ ████████████

programming the ¤players progres|sion is permanantly prevented, period.

Pac-Man kiLLSCR33n
0018: C0 RET NZ; Return if not zero
Dig Dug KillSCRE1n
1BE7: C6 0C ADD A,$0C ; Add #0C (12 decimal)
Donkey Kong kILLScreen
0F7E A7 AND A ; Perform Bitwise AND of A with A

The most widely known examples of a Kill screen are those encountered in older arcade titles; both Donkey Kong and Pac-Man are considered notable to gaming elitists however both are considered "shitty, boring games" by everybody else. Pac-Man's problem was that the level counter was a single 8-bit byte, meaning only 256 distinct values (0–255) could be stored. Upon reaching the 256th board logic informed the game that the player was at the zeroth board, something it wasn't designed to handle, resulting in it going totally fucking spas╘ic.

It's bͦ̊e͑̀ͬ̓͑͊̒a̗̙̫̘ͬͭ̌u̪͙̠̤͑̋ͥ̔̄̌͌t̹̜̅ͧ̂ͮi͙͔̤͙̝̟f̹u͉ḽ̝͓̬̽ͮ̒́́...
2BF0 3A134E 	LD A,(#4E13) 	; Load A with level number
2BF3 3C 	INC A 		; Increase by one
2BF4 FE08 	CP #08 		; Is this level < 8 ?
2BF6 D22E2C 	JP NC,#2C2E 	; No, jump to compute different start for fruit table
2C2E FE13 CP #13 	; Is the level > #13 (19 decimal, 7th key) ?
2C30 3802 JR C,#2C34 	; No, skip next step
2C32 3E13 LD A,#13 	; Yes, load A with #13
2C34 D607 SUB #07 	; Subtract 7 to point to first value to be drawn
Title Kill screen
Dig Dug 256th round
Donkey Kong 22nd stage, 117th screen
Duck Hunt Level 100
Frogger Integer Overflow
Galaga Integer Overflow
Pac-Man Stage 256

__#xternal l0001______________________________________________________

__Se{ a{so______________/________

1B2E: 21 E8 87 	LD HL,$87E8 	; Load HL with address where subtotal is stored
1B37: 77 	LD (HL),A 	; Store answer into #87E8
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