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Backwards
editThis article is strange, in that it places the arcade version first and foremost. But the arcade version is a port, and much less important than the original. BTW, Lode Runner was also made into a coin-op. Mirror Vax 04:56, 27 Jun 2005 (UTC)
- I am very familiar with the Apple II version. I played it for hours on end and remember being shocked to see it in the arcades. :-) The arcade version is a port in name and theme only. The graphics are far superior and it has more variety. But the home version was a landmark acheivement and deserves more coverage. If you want to modify the article to give more credit to the home version, please do so. — Frecklefoot | Talk June 28, 2005 20:35 (UTC)
Atari 2600
editThere was never a version of Choplifter for the 2600/VCS. The closest that was produced was the 7800 version. Since the carts had the same shape and size (the 7800 was backward compatible with the 2600), someone probably got confused.
A version of Choplifter *was* announced for the 2600, but no cart was ever actually produced. I've removed the references to the 2600.
Here's a relevant discussion over on AtariAge.
June 16, 2006 revision
editI'm responsible for this. I apparently forgot to sign in first. Sorry. It ended up more extensive than I had set it to do. --Lkseitz 16:58, 16 June 2006 (UTC)
TI-99/4a
editWhile TI paid Dan and Broderbund for the rights to the TI-99/4a version and MicroGraphic Image was sub-contracted to write the port, TI stopped production and sales of the computer before it programming was complete. I know this because I worked for MicroGraphicImage and on the port. It isn't possible for anyone to provide evidence that it existed so I'm removing the reference.
Version differences
editThe escape-on-foot bug in the original Apple version also applies the Commodore 64 and Atari 800/5200/XEGS versions as well (these three Atari versions differ substantially, which is unusual because the hardware platforms are virtually identical). The ColecoVision and Atari 7800 versions use an invisible barrier to prevent hostages from advancing as far as the rescue point. Unfortunately, this is all original research. Xot (talk) 01:51, 9 January 2010 (UTC)
- Surely it's independently verifiable by playing the game and following the steps described to reproduce the behavior. The bug is eminently demonstrable, even to the point of making every hostage march to the base: no rescues, no deaths. Or is this just over it describing a halting problem? An examination of the object code would show the condition of completion becomes unachievable when it fails to tally the removal of a hostage from the game by its self-rescue. (I find it a personally challenging achievement to make all the hostages march to safety.) 198.183.6.214 (talk) 21:03, 20 December 2011 (UTC)
Freeware remake Airlift Rescue
editDOS Game, released Feb, 1995
mobygames.com/game/airlift-rescue —Preceding unsigned comment added by 84.189.16.129 (talk) 19:53, 1 February 2010 (UTC)
No mention of the UFOs
editI'm pretty sure the Apple ][ version I played had UFOs appear at some point - maybe getting close to rescuing all of the hostages. Or it could have been one of the ESC cheat codes that nobody can remember anymore —Preceding unsigned comment added by 77.1.194.180 (talk) 20:27, 2 January 2011 (UTC)
- Those are the "air mines" mentioned in the "Version differences" section of the article. On their first appearance they're simply moving obstacles that track the helicopter, but on the player's next trip, they start shooting. --Lkseitz (talk) 20:44, 4 January 2011 (UTC)
Reviews
edit- Jeux & Stratégie HS #3[1]