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What's the deal with Star Castle 2600?


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#126 Schizophretard OFFLINE  

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Posted Mon Jan 9, 2012 3:51 AM

Just you guys wait, cd-w will get done with it and when you least expect it, announce his finished product for the low, low price of $26,000......gotta keep the market competitive you know! ;)

J/K


I bet it will be a much lower price. It will probably be somewhere around $50 but still be more profitable than the $32k Air Raid CIB priced one.

#127 cd-w OFFLINE  

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Posted Mon Jan 9, 2012 5:21 AM

Just you guys wait, cd-w will get done with it and when you least expect it, announce his finished product for the low, low price of $26,000......gotta keep the market competitive you know! ;).


If I do complete it (no promises) it will be sold in the AtariAge store at the normal price, like my other homebrew games.

Chris

EDIT: And I'll release the source and binary free as before.

#128 Legend OFFLINE  

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Posted Mon Jan 9, 2012 9:08 PM


Just you guys wait, cd-w will get done with it and when you least expect it, announce his finished product for the low, low price of $26,000......gotta keep the market competitive you know! ;).


If I do complete it (no promises) it will be sold in the AtariAge store at the normal price, like my other homebrew games.

Chris


Would you also make the rom available like your other games as well?

#129 cd-w OFFLINE  

cd-w

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Posted Sun Jan 15, 2012 3:24 AM

It turns out that I really suck at playing Star Castle :)

Could someone who is good at playing the arcade version let me know what happens on the later waves, specifically:
  • Do the rings increase their rotation speed?
  • Do the rings reverse direction?
  • Do the mines increase their speed (I'm reasonably sure about this)?
  • Are there any other differences at the higher waves?
What I'm trying to do is determine the level progression, so I can work out what needs to be considered for the 2600 version.

Many thanks,
Chris

#130 Random Terrain OFFLINE  

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Posted Sun Jan 15, 2012 4:29 AM

Does MAME let you cheat and have unlimited lives or invincibility or let you skip levels?

#131 Pioneer4x4 OFFLINE  

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Posted Sun Jan 15, 2012 7:16 AM

It turns out that I really suck at playing Star Castle :)

Could someone who is good at playing the arcade version let me know what happens on the later waves, specifically:

  • Do the rings increase their rotation speed?
  • Do the rings reverse direction?
  • Do the mines increase their speed (I'm reasonably sure about this)?
  • Are there any other differences at the higher waves?
What I'm trying to do is determine the level progression, so I can work out what needs to be considered for the 2600 version.

Many thanks,
Chris


There is a new ring added every other level. So after 10 levels, there are 5 additional rings.
I hope your kernal can account for that.

Actually, just kidding. I haven't played it in decades, and yours looks excellent so far.

#132 potatohead OFFLINE  

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Posted Sun Jan 15, 2012 11:11 AM

https://www.youtube....feature=related

This guy knows how to play, and many of the progression elements can be seen.

https://www.youtube....feature=related

I liked this one too. Longer periods of time at higher levels.

https://www.youtube....feature=related

Edited by potatohead, Sun Jan 15, 2012 11:53 AM.


#133 maiki OFFLINE  

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Posted Sun Jan 15, 2012 11:56 AM

I would like to see how that overall explosion is done on 2600.

#134 high voltage OFFLINE  

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Posted Sun Jan 15, 2012 1:54 PM

Like SW Death Star Battle would be good

#135 Godzilla OFFLINE  

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Posted Sun Jan 15, 2012 4:30 PM

I've always loved space master x-7s splosion :-)

#136 Goochman ONLINE  

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Posted Tue Jan 17, 2012 4:26 PM

For some reason I thought there was 'gravity' that pulled you to the center you had to deal with - must've been a different game cause I didnt notice any gravity in the videos above.

#137 Nathan Strum OFFLINE  

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Posted Tue Jan 17, 2012 5:15 PM

Nope. Space Wars had gravity.

#138 cd-w OFFLINE  

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Posted Wed Jan 18, 2012 2:50 PM

https://www.youtube....feature=related

This guy knows how to play, and many of the progression elements can be seen.

https://www.youtube....feature=related

I liked this one too. Longer periods of time at higher levels.

https://www.youtube....feature=related


Thanks for the links - this is just what I need. For those who are interested, I've now got collision detection working in my star castle demo.

Chris

Edited by cd-w, Wed Jan 18, 2012 2:51 PM.


#139 Ethaniel OFFLINE  

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Posted Thu Jan 19, 2012 1:18 AM

Great work! I tried it on my PC last night and worked very smooth.
I hope you continue work on it. :)

#140 xybot67 OFFLINE  

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Posted Thu Jan 19, 2012 9:08 PM

Looking good! I really hope you complete it.

#141 Pioneer4x4 OFFLINE  

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Posted Wed Feb 8, 2012 7:15 PM

Hmm, i think someone at Seagate likes Star Castle, look at the logo for their "Seagate Dashboard" app.
Seagate-StarCastle.PNG

#142 Syntaxerror999 OFFLINE  

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Posted Wed Feb 8, 2012 7:58 PM

Looking good. Will you br charging 32k for it or just 16k :)

#143 solidcorp OFFLINE  

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Posted Fri Feb 10, 2012 9:54 AM

Star Castle is not a dead license after all.

I have persueded the licensor to give me permission to find a buyer for my cartridge.

After years of searching, emails, and phone calls it feels very good to have the legitamacy I wanted in the first place.

Scott

#144 Matthew OFFLINE  

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Posted Fri Feb 10, 2012 2:13 PM

Star Castle is not a dead license after all.

I have persueded the licensor to give me permission to find a buyer for my cartridge.

After years of searching, emails, and phone calls it feels very good to have the legitamacy I wanted in the first place.

Scott


You have no legitamacy, you have completely discredited yourself.

Fortunately another AA member has taken up the Star Castle challenge, your version will be soon forgotten.

#145 ls650 OFFLINE  

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Posted Fri Feb 10, 2012 3:10 PM

I look forward to seeing CD-W's finished work....

#146 solidcorp OFFLINE  

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Posted Fri Feb 10, 2012 3:57 PM

So do I, it looks great so far.

#147 Dino OFFLINE  

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Posted Sun Feb 12, 2012 5:36 PM

Star Castle is not a dead license after all.

I have persueded the licensor to give me permission to find a buyer for my cartridge.

After years of searching, emails, and phone calls it feels very good to have the legitamacy I wanted in the first place.

Scott


You shouldn't bother wasting your time. Having the rights to sell your one copy is pointless as the cart itself is near worthless. You need to get permission to distribute your version of the game in order to have something to sell....

#148 Keatah OFFLINE  

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Posted Sun Feb 12, 2012 5:40 PM

So if I was to purchase SC's SC, I couldn't then make it available to the community or have unlimited rights to do anything I see fit?

#149 Dino OFFLINE  

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Posted Sun Feb 12, 2012 6:27 PM

So if I was to purchase SC's SC, I couldn't then make it available to the community or have unlimited rights to do anything I see fit?


Correct. You could only play it yourself ;) You'd need to get distribution rights to start distributing to other users

#150 Legend OFFLINE  

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Posted Sun Feb 12, 2012 11:27 PM

I kinda doubt if it was made available, there would be a big hub-bub about it from the copyright owners. Whether it's solidcorps version or if cd-w finishes his. Atari didn't make a deal about medieval mayhem or namco about the pac-man hacks being sold at the AA store. Plus some of the other homebrew games available are remakes.

There are free pc remakes of star castle floating around as well.

I don't think it would cause a stink with the IP holder. Especially if it was a free rom available.

Now, if it was a Games Workshop license, it would most likely be a different story. Those guys made the board game geek purge all fan created content even if it didn't contain any of their actual resources. Even shut down a freeware pc conversion of space hulk.




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