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Everything posted by davidbrit2
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ColecoVision - We would like your opinions on Specs
davidbrit2 replied to cardo1's topic in Hardware
I'd love a little tabletop multicade running some kind of ARM SBC and Linux distro. Crazy idea: What about getting in touch with these guys and making a tabletop chassis you just fit a CHIP into? Could sell them bundled with games/software preinstalled, or as bare cabinets for bring-your-own-CHIP. The capability is there, as you can see from the PocketCHIP. https://www.kickstarter.com/projects/1598272670/chip-the-worlds-first-9-computer/description -
GB and GBC hidden gems?
davidbrit2 replied to ComputerSpaceFan's topic in Classic Console Discussion
It's not a terrible game in and of itself, but it was disappointing as far as accuracy. Make sure you try GBC Joust. The Data East arcade ports were cool, because they typically had significantly more content than the original. Lock 'n Chase was really great. -
GB and GBC hidden gems?
davidbrit2 replied to ComputerSpaceFan's topic in Classic Console Discussion
If it's the original monochrome version of Joust + Defender, that port of Joust is actually rather poor. I recall the physics being kind of weird, and I think there are only two types of enemy combatants. Now the color version of Joust + Defender is another beast entirely, and may well be the best home port of Joust that isn't just an emulation of the arcade version (Genesis and SNES are debatable - don't remember if there's emulation of the original ROMs going on there). It's right up there with the 7800 Joust. I haven't played enough of either version of Defender to really comment on if one was substantially better than the other, but I remember both being reasonably good. -
The 3DS collection is really nice. Beat plays great with the stylus controlling the paddle, and not blocking your view of the "balls" on the top screen.
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GB and GBC hidden gems?
davidbrit2 replied to ComputerSpaceFan's topic in Classic Console Discussion
Faceball 2000 - A legitimate FPS for the original Gameboy. X - Japan only. The predecessor to Star Fox. Mostly tank-based, but there's a little bit of flying. Dragon Warrior Monsters - Great RPG. The breeding system is insanely deep. You'll have to breed many generations to get the boss monsters in your crew. Ghostbusters 2 - Not a port of the crummy Activision NES game. This is based on New Ghostbusters 2 for NES/Famicom, which never got a US release. Turrican - Excellent platformer/shooter with some impressive parallax scrolling in a few places. -
Just the original Pac-Man, not Ms. Pac-Man or any sequels. I'm thinking it might be the GameCube, assuming you have a Gameboy Player. Gamecube - Namco Museum Gameboy Gameboy Color - Special Color Edition Gameboy Advance - Pac-Man Collection Gameboy Advance - Namco Museum 50th Anniversary Gameboy Advance - NES Classics Pac-Man Were there any other releases that would run on a Gamecube? How about systems that could run even more versions than that?
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Wanted: Feedback For Alien Brigade & Tower Toppler
davidbrit2 replied to nosweargamer's topic in Atari 7800
Tower Toppler is just irritating trial-and-error gameplay. Nice graphics, though. -
Looking totally awesome so far. There's one minor glitch I noticed (while playing the wizard; no idea if it's character-specific). Moving diagonally has inconsistent X velocity. When moving upward diagonally, your X and Y velocity are the same, so you move at a 45-degree angle. When moving downward diagonally, your X velocity is about half your Y velocity. Also, one stage I played (somewhere between 10 and 20, though I don't remember the exact number) has a narrow passage along the top of the map. You can only move left or right through it if you're pressing diagonally upward, otherwise you can't move. Love how it's turning out, and I can't wait to see what 32 KB will afford. It's pretty impressive how some of the stages are actually recognizable recreations of the arcade counterparts.
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Haunted House
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Agreed, I just gave them a quick test. Millipede is super smooth, but needs a bit of speed adjustment. The shooter moves way too fast, particularly in the vertical direction. That ought to be a super simple change with all of the hard stuff out of the way, I would imagine.
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Holy damn, Millipede and Reactor already? Guess I'll be firing up the Harmony tonight.
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What 2600 titles could/should have Trak-Ball support added?
davidbrit2 replied to Lynxpro's topic in Atari 2600
You can utterly DEMOLISH Decathlon with the Track & Field controller. Hold down one of the buttons while tapping the other and you'll turn into Usain Bolt. -
What 2600 titles could/should have Trak-Ball support added?
davidbrit2 replied to Lynxpro's topic in Atari 2600
Golf or Miniature Golf would be kind of cool. It would be like Birdie King. -
Nice. If you can find another 6 bits to store seconds, you're pretty much there already. I don't imagine it will take more than a few bytes of ROM to test the seconds counter, reset it, and subtract one from both health counters.
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The first Gauntlet doesn't mirror the level layouts randomly, that was new in Gauntlet II, so you haven't lost any features there. What's the starting health value currently? I'd think something like one every 60 seconds is probably reasonable. Are there an extra couple of bytes for a frame counter, though?
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I usually only see it if I turn my head, or do something else that would throw off the head tracking. It doesn't seem to work very well if you try to use 3D while laying on your side on a pillow, for example. Weird lighting conditions and other people crowding around you to see the screen will also probably do it. But it's still massively better than the non-tracked 3D of the old model. The only remaining problem is crosstalk when viewing high-contrast scenes while playing in very dark conditions.
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The GB and GBC versions of Ms. Pac-Man actually seem to use the AI from Pac-Man, i.e. the ghosts scatter to the corners rather than doing a random wander like in the arcade version. I think I've noticed this same thing in other official Namco ports of Ms. Pac-Man like for NES and SMS. I don't remember off the top of my head if GBA Namco Museum got it right, though the Namco Museum 50th Anniversary version probably did, since those are at least partial emulation of the arcade code I believe.
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Yeah, I think that's the one last thing the game needs. Right now, Blinky is far too deadly when he goes Cruise Elroy because Pac-Man has no advantage in the corners. If the corner advantage is too troublesome to implement, then slowing down Blinky just a touch would probably be a close enough facsimile as far as game balance is concerned. Aside from that, this is an amazing port.
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Marauder. Great overhead-view shooter kind of like Berzerk, with some key differences. The biggest one is that the game engine actually has line-of-sight. Enemies can be hidden around corners, and you can wind up staring them right in the face if you aren't careful. The goal in each level is to find and destroy the power core, at which point you move on to the next (more difficult) level. If you play on the default game variation, it starts out way too easy and takes too long to ramp up. Crank it up to at least 2 or 3. Game 4 is absolutely brutal right from the start.
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These are all the advantages I'm aware of: Compatible with Xenoblade Chronicles 3D, and The Binding of Isaac Rebirth. Some minor performance improvements for Smash Bros (though none of it actually in-match, I don't think). 3D mode is actually genuinely usable finally. Built-in C-stick and ZL/ZR buttons give you Circle Pad Pro compatibility, but the C-stick is like a Thinkpad nipple mouse, not like the main circle/slide pad, and the ZL and ZR buttons are kind of awkwardly positioned. Compatible with Amiibos. I believe the web browser performance might be improved as well, though I don't remember the specifics.
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Nice! Can't wait to give it another go tonight.
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This is totally cool; I'd love to see a completed version. I just tried it out on my Harmony, and it's quite impressive for a WIP. Truth be told, I'd be satisfied even with just a Dark Chambers hack that speeds up the players 20-50%, but this is even better!
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Anybody worked out all the game variations yet? It seems like the ground enemies move a bit slower in game 5, though that was the only thing I noticed in the few minutes of playing that I could fit in last night. Also, the left difficulty switch controls the scrolling speed.
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Oh my goodness, I know what I'm doing tonight. Thanks for uploading!
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I think it was pretty much complete, but that was a good 13 years ago. I did the table design, and another guy wired up the I/O to PinMAME. It was pretty cool, just didn't run so hot on the old machine I was using to build it.
