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Re: Wall Defence game for Apple II



On 4/24/10 2:09 PM, in article
_vCdnZJ7Qblbrk7WnZ2dnUVZ_gSdnZ2d@giganews.com, "Michael J. Mahon"
<mjmahon@aol.com> wrote:

> eriknoc wrote:
>> I like the idea of porting games to the Apple II series.  Nice work,
>> except it's very difficult to aim & control because he keeps moving,
>> and fast, and having to press another direction or key to make him
>> stop takes some of the fun away from playing the game IMHO.  Is this
>> how it works on ports to all the other systems?  I would have made it
>> to where letting go of a key or direction would make you stop and
>> holding it down would make you go.  That would make more sense to me
>> anyways.
> 
> That kind of control can be implemented on the Apple //e and later
> machines, but the ][ and ][+, like many other computers of the day,
> cannot sense when a key is released.

I'm trying to get my head around this statement...
Why not? What does the keyboard return after you stop pressing a key?
Does it not return a special value for "no key"?

Signed,

Confused?