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	<title>Comments on: Classic Games, Classic Bugs</title>
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	<link>http://blog.utest.com/classic-games-classic-bugs/2009/07/</link>
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		<title>By: Dia Pascanik</title>
		<link>http://blog.utest.com/classic-games-classic-bugs/2009/07/comment-page-1/#comment-22822</link>
		<dc:creator>Dia Pascanik</dc:creator>
		<pubDate>Fri, 08 Jul 2011 18:42:22 +0000</pubDate>
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		<description>upload it at mediafire.com to get a direct link of that mp3. then use this code: . . . Look for aduioUrl, then after that equal sign.. delete the entire line that says MP3_FILE_URL.. and type in the url of your mp3 file you had uploaded in mediafire.</description>
		<content:encoded><![CDATA[<p>upload it at mediafire.com to get a direct link of that mp3. then use this code: . . . Look for aduioUrl, then after that equal sign.. delete the entire line that says MP3_FILE_URL.. and type in the url of your mp3 file you had uploaded in mediafire.</p>
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		<title>By: Shelley A</title>
		<link>http://blog.utest.com/classic-games-classic-bugs/2009/07/comment-page-1/#comment-20940</link>
		<dc:creator>Shelley A</dc:creator>
		<pubDate>Sun, 13 Feb 2011 18:48:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.utest.com/?p=1206#comment-20940</guid>
		<description>Hi!, I&#039;m new on here and looking forward to being a part of the threaded.</description>
		<content:encoded><![CDATA[<p>Hi!, I&#8217;m new on here and looking forward to being a part of the threaded.</p>
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		<title>By: Game Developers Conference: A Slideshow &#124; Software Testing Blog</title>
		<link>http://blog.utest.com/classic-games-classic-bugs/2009/07/comment-page-1/#comment-14938</link>
		<dc:creator>Game Developers Conference: A Slideshow &#124; Software Testing Blog</dc:creator>
		<pubDate>Mon, 15 Mar 2010 17:30:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.utest.com/?p=1206#comment-14938</guid>
		<description>[...] meet Steve Wiebe, the long-time owner of the world&#8217;s top score in Donkey Kong. You may recall this author&#8217;s fascination with the never-ending battle for this top score, as chronicled in King of Kong: A Fistful of [...]</description>
		<content:encoded><![CDATA[<p>[...] meet Steve Wiebe, the long-time owner of the world&#8217;s top score in Donkey Kong. You may recall this author&#8217;s fascination with the never-ending battle for this top score, as chronicled in King of Kong: A Fistful of [...]</p>
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		<title>By: &#8220;Life&#8217;s a Glitch, Then You Die&#8221; (Happy Halloween from uTest) &#124; Software Testing Blog</title>
		<link>http://blog.utest.com/classic-games-classic-bugs/2009/07/comment-page-1/#comment-14572</link>
		<dc:creator>&#8220;Life&#8217;s a Glitch, Then You Die&#8221; (Happy Halloween from uTest) &#124; Software Testing Blog</dc:creator>
		<pubDate>Fri, 30 Oct 2009 19:53:24 +0000</pubDate>
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		<description>[...] From Wikipedia: &#8220;Donkey Kong also featured a kill screen in the 22nd stage, and the 117th screen. This is an example of a kill screen that is not due to an integer overflow in a level counter (since programmers prevented this), but a different oversight on the part of the designers. The amount of time allowed for any given screen is determined algorithmically during play by the level the player is on. The timer is calculated 100×(10×(level + 4)), and has a maximum value of 8000. When the level reaches 22, the game reads 100×(10×(22+4)) or 100×260. However, the 8-bit counter rolls over at 256, meaning the game calculates 100*4. This causes the timer to be set so low that there is simply not enough time for the screen to possibly be completed.&#8221; (Note: we&#8217;ve blogged about this before) [...]</description>
		<content:encoded><![CDATA[<p>[...] From Wikipedia: &#8220;Donkey Kong also featured a kill screen in the 22nd stage, and the 117th screen. This is an example of a kill screen that is not due to an integer overflow in a level counter (since programmers prevented this), but a different oversight on the part of the designers. The amount of time allowed for any given screen is determined algorithmically during play by the level the player is on. The timer is calculated 100×(10×(level + 4)), and has a maximum value of 8000. When the level reaches 22, the game reads 100×(10×(22+4)) or 100×260. However, the 8-bit counter rolls over at 256, meaning the game calculates 100*4. This causes the timer to be set so low that there is simply not enough time for the screen to possibly be completed.&#8221; (Note: we&#8217;ve blogged about this before) [...]</p>
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		<title>By: Susan</title>
		<link>http://blog.utest.com/classic-games-classic-bugs/2009/07/comment-page-1/#comment-14445</link>
		<dc:creator>Susan</dc:creator>
		<pubDate>Wed, 19 Aug 2009 04:07:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.utest.com/?p=1206#comment-14445</guid>
		<description>I recently came across your blog and have been reading along. I thought I would leave my first comment. I don&#039;t know what to say except that I have enjoyed reading. Nice blog. I will keep visiting this blog very often.

Susan

http://onlinemariogames.net</description>
		<content:encoded><![CDATA[<p>I recently came across your blog and have been reading along. I thought I would leave my first comment. I don&#8217;t know what to say except that I have enjoyed reading. Nice blog. I will keep visiting this blog very often.</p>
<p>Susan</p>
<p><a href="http://onlinemariogames.net" rel="nofollow">http://onlinemariogames.net</a></p>
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