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Gilles_B

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Space Invader

Space Invader (2/9)

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  1. I don't know if anyone mentioned this already, but the one thing missing is obviously... multiplayer! Blast your friends to smithereens! Wishful thinking here, of course, but wouldn't it be nice?
  2. I would love for this to happen. I loved the Amstrad version. Is this still ongoing or have you given up? Fingers crossed
  3. I did that. My, as I found out, definitely NOT Encore Harmony would then not start anymore. It was stuck at the spinning logo. I had to find an old micro USB cable and re-flash the firmware to get it unstuck. So maybe not the _best_ way
  4. Hi ! Just thought I'd Just thought I'd mention that I care enough to ask if you'd maybe update your collection... ? Many thanks for it in any case
  5. Hi. You're linking to this post in the first post, for the release version. Obviously that's not correct any more. What's the correct link?
  6. Oh my. It's even worse than I thought! There are 16 games, 4 visibility modes and 4 different speeds. With only the select button to do this, getting to the one you want is, er... "the full 2600 experience"
  7. Found another one! Maze Craze. There seem to be 16 times 4 modes, you're really lost unless you have the manual with this one
  8. Hi all, I often find myself wanting to "bookmark" a game. I'd be watching one the numerous "1001 atari games you must play before you die" videos on the web, playing some of them and thinking, "yes, that was a good one". So I'd wish to keep track of these, but my OCD doesn't let me modify the directory structure. Is there a way to address this? Of course, a new function "add to favourites" would be fantastic, but until then, would hard or soft links, or anything of the kind, be possible? @batari, if you don't mind sharing your view, what do you think?
  9. Hey, thanks for pointing out you were working on this sequel. I have the same wishlist for this as the original: - make the music optionally available throughout the game. One of the difficulty switches could be used for that, so one can always turn it of or on. - offer a continue feature, at least from the beginning of each "stage", like in Super Mario Bros. In the case of GotB1, the stages would be after each key, if I understand it correctly. I haven't gotten very far after the first one. If you have something similar here, like getting past that big electric thing in the left screen at the beginning, then this could be used. If you lose your last life before getting past this, then there's no continue. If you're past this, then you can select continue, but that will not make you restart from where you last died, but from after the next big thing, like that electric apparatus. - currently, you update the lives counter after respawn, not after death, which leads to the situation where you say "what do you mean, game over, I had one life left!". You could either take the life marker away before switching screen, or you could consider the live character to be one life, so that if you're on your last one, there is no life marker visible, making it more transparent that this time, if you die, that's it. As I said at the beginning, these apply to both games.
  10. Now if only this also worked on PAL consoles I mean, it does, just with weird colours
  11. I have another suggestion, but it's a Starpath game (if it makes any difference): Communist Mutants from Space. This one has a menu already, but it uses acronyms that I find, in part, rather cryptic. Maybe this is too simple a hack and is off-topic here, but having the options spelled out would be real nice.
  12. I'd like to suggest Street Racer for the menu treatment. This thing has 27 games with up to four players in cars, jets, even on skis. A menu would be ideal!
  13. Hey! Great that you're still around Thanks for the explanations. I was finally able to get past stage 2 and even finish the first cavern. But the force fields in the second cavern are not agreeing with me
  14. I can see I'm way late to the party here, but I'll give my feedback anyway. I compared the NTSC version emulated with the PAL60 version on real hardware. As far as I can see, the conversion is great, but I can't see much, because, as one reviewer mentioned, the rate of fire is too slow for me to get past stage two. Would be a fun game otherwise! I hope some day this maybe get added to the right difficulty setting (the left one decides whether or not the enemies shoot back). Thanks to the author.
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