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Baby Pac-Man


PacManPlus

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Bob don't ever take anything away from yourself. YOU ARE THE REASON I OWN A 7800.

It started with Pac Man Collection. I love all of the games you hand made.

Getting a game in the mail that you programed and soldered was a real treat.

Please don't ever loose interest in the 7800. It needs you.

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Not a chance - Baby Pac-Man isn't even in the same universe as Rikki & Vikki - none of my games are. I had to end up asking him how he got so many colors in 320B mode, with transparency on. (Normally you would have 2 colors in 2 palettes, and possibly a third if the bitmap colors were set up in a very specific way). What he did was nothing short of astonishing.

 

Hey Bob, I think what you accomplished with Baby Pac-Man was a different sort of technical marvel, and nothing short of astonishing in its own right. The fact that you were able to make a game that encompassed 2 distinct modes of play and emulated them both accurately is noteworthy, in my opinion. And the fact that you collaborated on it with someone else (Kurt Woloch) who did some of the heavy lifting when it came to mathematics and physics doesn't take anything away from that. There's no shame in being part of a winning team, every accomplishment doesn't have to be an individual effort. I think that you should be justifiably proud of this game and the rest of your 7800 library, even though BBCQ isn't my cup of tea as far a platformer is concerned (too linear and not enough enemy variety for me). But to each his own, most who have played it or own it love it, so why should you care what one naysayer thinks? ;-) The only reason that I won't be buying Baby Pac-Man is because the difficulty is way beyond my skill level, not because it isn't a well-made title (sorry, but I stink at Pac-Man games in general and this one is even more frustrating than the rest).

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Thanks, guys - you are all so kind... I wasn't really trying to put myself down, I was just trying to state how GOOD a job he did with this game. It definitely raised the bar; some amazing work he did.

 

 

 

 

Hey Bob, I think what you accomplished with Baby Pac-Man was a different sort of technical marvel, and nothing short of astonishing in its own right. The fact that you were able to make a game that encompassed 2 distinct modes of play and emulated them both accurately is noteworthy, in my opinion. And the fact that you collaborated on it with someone else (Kurt Woloch) who did some of the heavy lifting when it came to mathematics and physics doesn't take anything away from that. There's no shame in being part of a winning team, every accomplishment doesn't have to be an individual effort. I think that you should be justifiably proud of this game and the rest of your 7800 library, even though BBCQ isn't my cup of tea as far a platformer is concerned (too linear and not enough enemy variety for me). But to each his own, most who have played it or own it love it, so why should you care what one naysayer thinks? ;-) The only reason that I won't be buying Baby Pac-Man is because the difficulty is way beyond my skill level, not because it isn't a well-made title (sorry, but I stink at Pac-Man games in general and this one is even more frustrating than the rest).

Thank you.

*That* is constructive criticism... Not the other guy (I forget his name) that just said "It wasn't good enough" and never said why. I care what everyone thinks.

 

@NostAlgae37: A statement and a question: I don't know if you know this, but I introduce a new enemy every few levels... Also, what is meant by 'too linear'? I tried to keep the spirit of SMB with some elements of Wonder Boy. If you consider either of those games too linear, then I understand. But if BBCQ is and the others aren't, please tell me what is different about this one. I'd like to know for next time so I can create a better game, like when I do Adventure III or ReZolve.

 

Thanks, Guys

Bob

Edited by PacManPlus
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Not a chance - Baby Pac-Man isn't even in the same universe as Rikki & Vikki - none of my games are. I had to end up asking him how he got so many colors in 320B mode, with transparency on. (Normally you would have 2 colors in 2 palettes, and possibly a third if the bitmap colors were set up in a very specific way). What he did was nothing short of astonishing.

 

Tech wise, you're the expert, but fun wise? Sorry Bob, but I bet you're wrong. Release that cart so I can find out! :D

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@NostAlgae37: A statement and a question: I don't know if you know this, but I introduce a new enemy every few levels... Also, what is meant by 'too linear'? I tried to keep the spirit of SMB with some elements of Wonder Boy. If you consider either of those games too linear, then I understand. But if BBCQ is and the others aren't, please tell me what is different about this one. I'd like to know for next time so I can create a better game, like when I do Adventure III or ReZolve.

 

Sure, I'd be happy to elaborate, just as long as it's taken in the right sprit and not considered a slam. :) I'd say that the actual platforming aspect of the game isn't that fully realized, it's mostly you jump up a little bit here, and then walk straight for a long distance, then you jump over a small gap there, and then repeat, etc. In the YouTube video that I watched, I didn't see any variety or challenge in how the various terrains were laid out. Also, I kept seeing the same enemies over and over again in each stage, and their placement and attack patterns didn't seem all that imaginative or treacherous. To compare the experience to SMB is far too generous, but then again we are a talking about a game designed by a living legend who is an industry professional. I hope that you don't feel too insulted that I think that your game falls short of his. ;-)

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Thanks, guys.

 

 

Sure, I'd be happy to elaborate, just as long as it's taken in the right spirit and not considered a slam. :) I'd say that the actual platforming aspect of the game isn't that fully realized, it's mostly you jump up a little bit here, and then walk straight for a long distance, then you jump over a small gap there, and then repeat, etc. In the YouTube video that I watched, I didn't see any variety or challenge in how the various terrains were laid out. Also, I kept seeing the same enemies over and over again in each stage, and their placement and attack patterns didn't seem all that imaginative or treacherous. To compare the experience to SMB is far too generous, but then again we are a talking about a game designed by a living legend who is an industry professional. I hope that you don't feel too insulted that I think that your game falls short of his. ;-)

 

Ok, point taken. Thank you for being candid and honest. Truth be told, I was going to add platforms that move vertically (like SMB), but I couldn't get it to work. And if I were being completely transparent, anything that is *not* there that is relative to both SMB and Wonder Boy I most likely either couldn't get working or flat out didn't know how to do. I did add a few things I learned along the way (i.e. the parallax scrolling), however.

 

Hopefully I can do better with ReZolve and / or Adventure III.

 

Thanks again, guys

Bob

Edited by PacManPlus
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Sure, I'd be happy to elaborate, just as long as it's taken in the right sprit and not considered a slam. :) I'd say that the actual platforming aspect of the game isn't that fully realized, it's mostly you jump up a little bit here, and then walk straight for a long distance, then you jump over a small gap there, and then repeat, etc. In the YouTube video that I watched, I didn't see any variety or challenge in how the various terrains were laid out. Also, I kept seeing the same enemies over and over again in each stage, and their placement and attack patterns didn't seem all that imaginative or treacherous. To compare the experience to SMB is far too generous, but then again we are a talking about a game designed by a living legend who is an industry professional. I hope that you don't feel too insulted that I think that your game falls short of his. ;-)

I personally felt like it was more like Adventure Island type of platforming. I always enjoyed those but were always a little more simple than a SMB.

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Thanks, guys.

 

 

Ok, point taken. Thank you for being candid and honest. Truth be told, I was going to add platforms that move vertically (like SMB), but I couldn't get it to work. And if I were being completely transparent, anything that is *not* there that is relative to both SMB and Wonder Boy I most likely either couldn't get working or flat out didn't know how to do. I did add a few things I learned along the way (i.e. the parallax scrolling), however.

 

Hopefully I can do better with ReZolve and / or Adventure III.

 

Thanks again, guys

Bob

Or a Crystal Quest sequel? :D

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I personally felt like it was more like Adventure Island type of platforming. I always enjoyed those but were always a little more simple than a SMB.

Yeah he based it on Adventure Island. He says Wonder Boy in his posts, but that's simply what it was called on SMS, versus Adventure Island on NES.

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Yeah he based it on Adventure Island. He says Wonder Boy in his posts, but that's simply what it was called on SMS, versus Adventure Island on NES.

 

This is actually the thread that started it all (and the reason why I keep erroneously referring to it as 'Wonder Boy'. I've never actually played the game, just watched a few videos of the various incarnations of it).

 

http://atariage.com/forums/topic/190094-wonderboy-on-the-7800/page-1

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This is actually the thread that started it all (and the reason why I keep erroneously referring to it as 'Wonder Boy'. I've never actually played the game, just watched a few videos of the various incarnations of it).

 

http://atariage.com/forums/topic/190094-wonderboy-on-the-7800/page-1

 

I need to play through the Wonder Boy games. What I've played of them I've liked.

 

As an aside, I'd love to see BBCC on the Sega Master System

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This is actually the thread that started it all (and the reason why I keep erroneously referring to it as 'Wonder Boy'. I've never actually played the game, just watched a few videos of the various incarnations of it).

 

http://atariage.com/forums/topic/190094-wonderboy-on-the-7800/page-1

 

Oh wow, that's really cool. Pretty neat to read through how it all started. That thread was started before I got into the 7800 scene (or, frankly, before I even knew that the 7800 existed). Fast forward and I've now got complete libraries of the original titles released for the 7800 and XEGS, along with several homebrew games made by Bob and the other talented Atari homebrew programmers! Can't wait to get my hands on Baby Pac-Man.

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Wonder Boy 3 for the win (I have the remake).

For sure, that's a GREAT remake.

 

I still find myself playing Crystal Quest a lot. I beat it when it came out, but it's a fun game. I find I prefer the Adventure Island style of platformer, where it's less about powerups and more about timing. I also enjoy all the hidden secrets to be found.

 

Rikki and Vikki is great that way too, there are all kinds of little extras and things squirreled away.

 

Good time to be a 7800 fan.

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This is actually the thread that started it all (and the reason why I keep erroneously referring to it as 'Wonder Boy'. I've never actually played the game, just watched a few videos of the various incarnations of it).

 

http://atariage.com/forums/topic/190094-wonderboy-on-the-7800/page-1

 

OK, now it makes more sense. I never actually played one of the games in that series, but they do seem more simplistic than something like SMB so I'm not sure if I'd enjoy them all that much. Cool thread by the way, nice to see what went on before I joined or was active here.

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