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Wilmunder's Star Raiders II released


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#26 Drummerboy OFFLINE  

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Posted Thu Dec 10, 2015 9:40 PM

This is amazing. Looks more close to the Star Raiders.  

 

Being critic, have some lazy things, but other, very nice details. 

 

Thanks for share!.



#27 Xuel OFFLINE  

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Posted Thu Dec 10, 2015 10:02 PM

Amazing! I wonder if phaeron's 3-D optimizations could be applied to this? How much might the frame rate improve?

#28 Drummerboy OFFLINE  

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Posted Thu Dec 10, 2015 10:10 PM

I want rectify, i am playing the game and is great Star Raiders II



#29 phaeron OFFLINE  

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Posted Fri Dec 11, 2015 12:37 AM

Amazing! I wonder if phaeron's 3-D optimizations could be applied to this? How much might the frame rate improve?

 

Probably so, but not with as much effect. Star Raiders II does full screen clears instead of erase-draw, and that alone takes 21K cycles per frame, a quarter of the frame time. It also runs a DLI on every mode line on the active display (19K cycles / 22%). To put this in perspective, there are already only 24K CPU cycles per NTSC frame after taking out the main mode D display, so these two items alone already force the game to 30 fps. The profiler is showing Star Raiders II running a 47K CPU cycle frame at 15 fps when cruising, whereas Star Raiders runs a 19K CPU cycle frame at 60 fps.



#30 spookt OFFLINE  

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Posted Fri Dec 11, 2015 1:40 AM

Fantastic find. The video looks great and I can't wait to try it out!

#31 Lord Thag OFFLINE  

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Posted Fri Dec 11, 2015 1:50 AM

This is probably my favorite proto find of all time. Unreal. I have wanted a legit sequel to Star Raiders since I was 8. And suddenly, with no warning, here it is, near complete, and it has freaking 3d planet sequences. 

 

Seems like the programmer may release the source code as well. 

 

And a week from the Star Wars movie no less. Merry Xmas to me!



#32 Shannon OFFLINE  

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Posted Fri Dec 11, 2015 2:42 AM

Wow... this is quite the discovery!



#33 R4ngerM4n OFFLINE  

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Posted Fri Dec 11, 2015 4:08 AM

What a Christmas present! Thanks!



#34 Heaven/TQA OFFLINE  

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Posted Fri Dec 11, 2015 6:15 AM

oh... first I thought this is a "hack"... did not read the thread... Cool!!! screenshots and video look awesome. esp. the T-Fighter aeh... Zylon...



#35 Tempest OFFLINE  

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Posted Fri Dec 11, 2015 8:30 AM

My review of this is going to take a while.  This game is complex and I've never been the biggest Star Raiders fan so I'm not all that good at it.   



#36 tschak909 ONLINE  

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Posted Fri Dec 11, 2015 10:31 AM

is it me, or do all the fighters look like they're constantly chasing their tails like cats on cocaine?

 

-Thom



#37 Tinman OFFLINE  

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Posted Fri Dec 11, 2015 11:11 AM

As I've said on these forums several times now, the original Star Raiders is my all-time favorite video game, so you can imagine how excited I am to see this!  It's pretty good, too, even if it's incomplete.  The planet surface battle is HARD!  It's going to take me some time to master it.  And I'm not sure I like the moving cross-hairs in the forward view.  Seems to make it more difficult than the original.  But I do like the lasers instead of the "fire balls" or whatever they were called.  And the new flying behavior of the Zylon ships is fun, too.  Definitely going to have to spend some time with this game...



#38 Zoyx OFFLINE  

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Posted Fri Dec 11, 2015 11:29 AM

How hard would it be to bring this game over to the Atari 5200?



#39 Albert OFFLINE  

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Posted Fri Dec 11, 2015 11:32 AM

This really is amazing to see. My very first experience with an Atari 800 was seeing Star Raiders, probably when I was 8 or 9 years old. I knew instantly that I had to have that machine, and a few years later I would save up enough money to buy an 800XL, 1050 drive and 1030 modem (from Toys 'R' Us back when they had them in the glass display cases!) And, yes, I played the hell out of Star Raiders.  It's fantastic that the true sequel to Star Raiders has finally been revealed and released for all to enjoy.

A huge thanks to Kevin and Aric for making this possible!

 

 ..Al



#40 Mclaneinc OFFLINE  

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Posted Fri Dec 11, 2015 11:41 AM

One, I'm stunned this stayed hidden for all these years and two, I'm amazed at the variety of graphics but still retaining the Star Raiders vibe.

 

I hope the source code does get posted and people adjust and finish the game off, it deserves that..



#41 Atariboy2600 OFFLINE  

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Posted Fri Dec 11, 2015 11:57 AM

Mother Of God@_@



#42 Mechanicjay OFFLINE  

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Posted Fri Dec 11, 2015 12:59 PM

I played this a bit last night on my original 800, I finally found my Wico joystick.  I figured what better way to put the old Wico back into service than with Star Raiders II.

 

It was a ton of fun, but as mentioned above, the planet sequence seemed near impossible, even in Novice mode.  Perhaps more practice is needed, but it could also be some of that needed final polishing that the developer alluded to.

 

The only thing, I'd really want for is an inverted Y-axis -- my brain is just programmed that way for space sims after spending countless hours playing Xwing in the 90's.

 

--Jason

 

Edit:

 

Now that I think about it, I have an over-abundance of CX-40 joysticks -- I should just hack one to invert the Y and keep it as my "flight stick".  That should be fairly straight forward hack, no?


Edited by Mechanicjay, Fri Dec 11, 2015 1:03 PM.


#43 Zoyx OFFLINE  

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Posted Fri Dec 11, 2015 1:01 PM

The only thing, I'd really want for is an inverted Y-axis -- my brain is just programmed that way for space sims after spending countless hours playing Xwing in the 90's.

 

--Jason

Haven't played it yet. Do you push forward to dive?



#44 Keatah ONLINE  

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Posted Fri Dec 11, 2015 1:25 PM

Star Raiders was core training material for my make-believe space agency.



#45 Mechanicjay OFFLINE  

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Posted Fri Dec 11, 2015 1:39 PM

Haven't played it yet. Do you push forward to dive?

No, push up to climb, down to dive. 



#46 Zoyx OFFLINE  

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Posted Fri Dec 11, 2015 1:44 PM

No, push up to climb, down to dive. 

Darn it. Totally counter-intuitive to me. Yep, the game needs an inverse Y-axis option like modern games have.



#47 Jinroh OFFLINE  

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Posted Fri Dec 11, 2015 1:46 PM

Darn it. Totally counter-intuitive to me. Yep, the game needs an inverse Y-axis option like modern games have.

 

Agreed. My mind is not wired for UP = Climb.



#48 Larry OFFLINE  

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Posted Fri Dec 11, 2015 1:53 PM

Looks promising, but also appears to be a ways from being smooth and polished (at least judging from the video).  But at the same time has some interesting features.  One of my very favorite games for the 2600 was that "Stellar Track" -- "Star Trek"-type game.  Practice, skill, and some luck were required to get a decent score.

 

-Larry



#49 MrFish OFFLINE  

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Posted Fri Dec 11, 2015 2:03 PM

Pull to climb is the way the original Star Raiders works. So yeah, in my opinion they screwed that up, but no big deal to change.



#50 Zoyx OFFLINE  

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Posted Fri Dec 11, 2015 2:07 PM

Pull to climb is the way the original Star Raiders works. So yeah, in my opinion they screwed that up, but no big deal to change.

When I play modern first person shooters, I have to inverse the mouse so it's push the mouse forward to look down. Pretty sure it was, Star Raiders, Starmaster, and Phaser Patrol that wired my brain like that.






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