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Everything posted by Legend
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Nukey's hack is definitely awesome and the game is even better using paddle controllers. It's a rom. There is probably a way to put it on a cart or use a multi cart.
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make sure you have the correct sega cd bios or all 3.
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never used prboom myself. I usually use zdoom, gzdoom, scoredoom, or skulltag. But, you can either use a front end launcher or just load them up using the same command line method as you ould any other wad only use "wadname.pk3" instead of "wadname.wad". Also, zdoom and it's derivitives like gzdoom and scoredoom have built in gamepad support. I use xpadder for games without gamepad support myself. I find it a bit better than joy to key.
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check the doomworld forums and zdoom forums for good wads. Doomworld has a regular article called the Newstuff Chronicles which reviews new and old wads. Doomworld also has the Cacowards which is the best wads of each year. http://www.doomworld.com/cacowards/ Eternal Doom Memento Mori Memento Mori II Alien Vendetta The Darkenning I/II Brotherhood of Ruin Whispers of Satan Herian II Icarus Mordeth episode 1 Ultimate Torment and Torture Eternal Doom IV Deus Vult II Legacy of Suffering (needs gzdoom) is awesome! Unloved Talosian Incident Requiem Theses are some of my favorite megawads and most are considered to be among the best by the doom community. I also forgot. No Rest For The Living is another official 9 level set for doom II. It was created exclusively for the xbla version of Doom II but it is possible to play on pc if you are resourceful enough.
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You can get Ultimate Doom (doom 1) for pcand Doom II and Final Doom for pc of of Steam for a decent price or look on ebay. Then use a modern sourceport such as zdoom, gzdoom, skulltag, or Doomsday to play doom on modern computers with slightly better graphics and other options. With one of these source ports, there is no need to use dosbox. There is also scoredoom which is quite fun and adds a point scoring system to doom. Look to doomworld.com for reviews and recommendations for newer wad files. Probably megawads like Eternal Doom, Memento Mori, and the upcoming Reverie. Read the cacowards section for recommended classic wads. THe user made wads are all free, but you need to legally buy a copy of Doom/Doom II to play the user made levels because they contain the main iwad that contains most of the resources that most user made wads use. If you only want to buy one, then go for Doom II since it has the most user created content. You should also know that the jaguar and playstation versions of doom, do not actually contain all the original levels from Ultimate Doom, Doom II and Final Doom. Ultimate doom has 46 levels total, Doom II has 32 levels total, and Final doom has 64 levels total. SO all the original ID made levels total 142 which are not all included in the playstation version. That's not including the official addon, Master Levels for Doom II which included 21 more levels which brings the official level total up to 163. So definitely check out www.doomworld.com. You can find most the info you need for how to use a modern source port to run doom on more modern computers and what some of the best recommended fan made wads are. Good luck and have fun. I am still an avid Doom fan and player. my source port of choice is gzdoom btw.
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Are the controls/instructions listed anywhere for this one?
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It's probably been a decade since I played berzerk. Never played frenzy. Didn't realize it was supposed to be that way. Plus the robots moved so slow I figured if they were going to be that slow and not shoot, it wouldn't be that fun. I'll give it another try later tonight and actually leave the first room this time. The graphics look amazing. What's the difference in the frenzy variation going to be?
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I was already aware of how the arrow fires on release of the fire button. I also end up running around with my lance out and ready to release for fire. It's kinda a given that the developer of the game is going to be better at it than most others. Maybe straight shots could be used as a game difficulty variation instead of a power up? Haven't tried the build yet but am going to shortly. Instead of straight shot as a power up, maybe a wider or multi-shot if possible? Or a power up that lets you lans the road enemies no matter where you colide with them temporarily or at least a larger hit box? ***EDIT*** Just tried out the straight shot build. Made it to the beginning of level 12 with a score of 1487 on the first try. I would definitely say that I "cruised" through the first 5 waves or so. I think I found the straight shot to be easier. The trick I used was getting the dragon to chase me closely and letting the shots go so they fired slightly behind me to hit the dragons. This allowed me to hit them several times in a much quicker succession than with the arched shot. Sometimes I was also darting under their fire before it reached me. I like how the wizard has a force field when not firing. I noticed that after beating wave 10 the level number simply displayed "1" instead of 11. I'm guessing this has something to do with not being able to/wanting to display 2 numbers at once. Probably why level 10 was displayed as level "X". If it's not going to desplay double digits, it would be nice if there was something else at least, maybe on the hud, to display some sort of tick mark for each 10 waves completed. Not 100% positive, but I think there was one instance where I shot a dragon with the princess, but she did not drop. About the wave changes. I guess on the levels with the knights, I would just ride along with my lance out waiting for the wave to change after I killed all the dragons and probably lanced a few then the wave switched. I just never noticed that it switched after I hit them. On the Grendel levels, I would usually avoid them, that's why it was only noticeable to me then. I would definitely say that straight shot would be cool as a game variation as opposed to a power up. As a power up, it would probably still be interesting though. Might make for more of a challenge since it would force the player to slightly change play styles on the fly. Aside from the gallop, still any chance of getting the radar back? The more I play the DPC version, the more used to using the sound as a type of radar so I can definitely see how the old style radar isn't really needed. But it would be nice to keep track where I am exactly on the field. And perhaps a way to show which castles are low on health or destroyed so I don't go running in that direction when there is nothing to protect. Any chance you came across an updated version of the old non-DPC version of charge revision 1? I would love to play a slightly updated version that at least fix the freeze bug when dying by getting hit by fire. I am still loving this version too. I like them both.
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lol. never made it past the first room last night when I checked it out. I died a couple times by otto or shrapnel then figured if they weren't going to shoot at me, why bother. Sorry. I should have been more thorough.
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I wasn't really suggesting to add more keys. Actually, the first time I played I hadn't properly read the instructions so I spent forever looking for more keys. Should there have been something in the wizard's castle? It was empty. I still think the blinking mazes could fade a little slower and gradually if possible. One idea I did have was for mazes where the player dies if they touch the walls. Just an idea that would make it a little more challenging.
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Played the latest build a little. The robots don't seem to be shooting at me. Am I missing something?
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Made it to wave 8 this time! I must not be very good. Any chance of getting the galloping sound fx back? Doesn't seem like it's very important, but I feel it adds a lot to the feeling and excitement when I'm galloping towards the black night or fending off a dragon. Can anything be done about the dragon sprites disappearing when they get close but not all the way to the side of the screen? In most levels, the wave ends when you kill all dragons. In the ones with the grendel, you have to kill the grendel too before it moves on to the next wave. Is this intentional? The little animation when you save the princess is cool. What's the "+W" on the title screen for? I wanted to make some comments on the enemies: I think you have a nice mix of enemies in the game over all. You have dragons which come in different types and can damage both the player and the castles. You have the grunts which only damage the castle but still need to be taken out. You have the knights/grendels which only damage the player and also act as blockers to the player's progress. Getting rid of the old bats was the right move I think since they really didn't add much to the game over all. If you were to add another enemy to replace the bats, I think it should be some sort of enemy that lobs some sort of projectile in an arch towards the player. This would make the player a bit more cautious about speeding along too much because the lob could still hit them even if they pass the enemy. And perhaps these lob attacks could also harm the castles. If you don't add a new enemy, I think the idea of road hazards you mentioned earlier would be a good way to go if they are introduces in the later stages of the game. If there were road hazards to avoid, it would be nice if there was some sort of way to jump. Nice, but not completely necessary. You mentioned power-ups in an earlier post too. Some ideas that I think could be good for those: a power up that let you temporarily make straight shots up into the air instead of at an arc. Maybe call it "eagle eye" or something. A power up that lets you temporarily shoot horizontally to take card of the knights and grendels easier. The classic temporary invincibility power-up. A speed power up to make the player move faster. And one that maybe makes the player's shots/lance do more damage. Just some ideas. Still loving the game. (and hoping or the galloping sounds to come back )
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Just played for the first time. Very cool. One thing I noticed was that after I entered the cave through the small hole, I entered a screen that looked like it would be the inside of the red castle and went towards the bottom left of the screen and I went through into the gold castle from the top. Also, there seems to be nothing in the cave other than that and when I exit through the bottom, a few screens to the left, I come out the front of a castle but can't get back in. The blinking mazes are kinda cool, but quickly drove me nuts! Maybe if they faded a little slower. Another thing was I entered the blue maze where the eye was several times. Eventually, the eye just disappeared, but I still moved slowly through that room. I was playing on game setting 1. Not sure how I feel about only having one key to open all castles.
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Just beat Contra Hard Corps foe Sega Genesis last night. Flew solo as brownie. First time ever beaten and I was surprised just how short of a game it actually is.
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Anyone else play the ravenloft games?
Legend replied to Legend's topic in Classic Computing Discussion
The combat is real-time like in EOB, but it' a little trickier. Movement and levels are not "grid-based". Movement is smooth in all directions. This can make it a little difficult to maneuver when enemies come at you then circle around you to the side. -
Anyone else play the ravenloft games?
Legend replied to Legend's topic in Classic Computing Discussion
I really liked the goldbox ones too. I find mapping fun sometimes. Like in Wizardry and Shining in the Darkness. Although it sucks when mapping huge areas and it's hard to decide where to start on the paper so you don't end up running off the edge of it. -
I recently popped in my old Ravenloft Strahd's Possession disc and booted it up. Forgot how much I enjoyed it and it's sequal, Stone Prophet. I am having one problem though. I made a Mage/Cleric class and can't figure out how to switch between cleric and mage spells. Anyone know what I'm missing? These were the last AD&D game I really enjoyed along with the gold box games like secret of the silver blades and pools of darkness. I enjoyed The Eye of the Beholder trilogy but when I went back to revisit them, they were just kind of a headache and I didn't have the patience to do all the backtracking in the mazes without maps. I like The Ravenloft games and Menzobaranzen much more because of their more in depth stories and definitely the automap.
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The "unidentified game from your childhood" thread
Legend replied to thegoldenband's topic in Classic Computing Discussion
There was a shareware rpg I played when I was younger that I've been looking all over for. I originally found it in the old aol files server under games. This was back in the late 90's. The game description mentioned that it was similar to ad&d gold box series. I belive the game was called "Lord of Destruction" or something to that effect. I remember the file being "LOD". The game did play similar to the gold box games but you only controlled a single character. It had a 3d view of towns and dungeons, but switched to an over head view when in battle. I believe it was a dos game. It was mouse driven. THe file came with the first episode of the game and a demo of the second episode which you would get if you registered. The demo played much like the first but was set in a post-apocalyptic fantasy setting. I think the company was RKO something. I've searched all over but no luck finding it again. When I goggle it, all I ever get is the diablo expansion for results. Anyone else ever play this, know what I'm talking about, or where to find it again? -
"Exclusive" games for the Flashback...
Legend replied to Curious Sofa's topic in AtGames Flashback and Portable Consoles
There is still something no one has reported yet (which could be good I guess). Curious as to what that means exactly. I have an fb2 and was disappointed in how buggy space duel and yar's return was. I really wanted to try the fb2+ versions but things have been real skint the past year and I've never seen fb2+ in the wild. Well on my FB2 if I play Yar's Return, it jumps and jitters on screen quite a lot. It's not unplayable, but it's a little like the vertical hold on my TV is not set right. However, if I play Yar's Return on my FB2+ it holds a perfect image throughout the game. When I play yar's return on my fb2, it jitters and jumps, but my yar also has a bad habit of getting stuck on the sides or top of the screen when I get too close Happens quite often actually and jut puts me off from playing it all together. -
"Exclusive" games for the Flashback...
Legend replied to Curious Sofa's topic in AtGames Flashback and Portable Consoles
There is still something no one has reported yet (which could be good I guess). Curious as to what that means exactly. I have an fb2 and was disappointed in how buggy space duel and yar's return was. I really wanted to try the fb2+ versions but things have been real skint the past year and I've never seen fb2+ in the wild. -
How to dump your FB2 games
Legend replied to batari's topic in AtGames Flashback and Portable Consoles
just curious if anyone has dumped the flashback 2+? What is the difference in the games from the fb2 besides the sports games? -
Fun game. It is quite addicting. I would definitely prefer if there was some sort of variation to the sound of the bells though since it can get a little annoying after a while of hearing that exact tone over and over. a little variation in the speed that the bells fall would also be cool. As in if some fell faster/slower than others.
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Tried it out in Stella. It looks amazing. I don't hear any sound at all though. I see a scrolling type of effect on the right room exit when I leave through the last room by its left room exit.
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I only have opengl 1.4 cn't use the phosphor effects in stella. Double Looks really cool though.
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My vote would either go for a power up or road hazards. I would rather see some sort of power up or giving the castles health instead of just a point bonus. Road hazards also sound like a cool idea. Would make it a bit ore frantic and challenging. Other than those, It would be some other enemy that can attack the castles and harm the player.
