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Everything posted by Legend
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The jumping can be quite a pain. I've often fell because I wasn't exactly precise with the jumps. Especially on the smaller platforms. Also, they seem a little too "slippery"
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Oooh. That would be awesome. This Dragons Nights game looks cool. I'll probably wait until it is a little polished before I try though. The name sounds a little odd. Maybe drop one of the "s" at the end?
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surprised no one mentioned Treasure of Tarmin or Tower of Mystery.
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Don't think so. I'd also be very interested in trying it out. I know Venture 3 is a hack where the original 3rd level was added to the 2600 version that only had two. So maybe it's very possible to add the 3rd DK screen in? Where did you find the 3rd screen hack btw?
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That is Awesome. I hella want to play it. I almost guessed it might have been a game that was on the vectrex, but couldn't think of which one. I hope he releases the rom too so poor classic gamers with low funds and no more 2600 like me can try it with emulation.
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Ha. I almost said that one too. Can we get a hint about what company originally put out the arcade game? Or maybe what kind of controller it uses? T2: the arcade game?
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I wonder if something about it can be done in an emulator like stella to adjust the amount of "deadzone" On the paddles when using stelladaptor?
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Tempest? Using the driving controller?
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That's interesting. So it seems they all have dead zones but, of a different amount. So perhaps if I picked up another set sometime, it might have a bit more physical range but still not the entire range? Did each paddle have a different amount of responsive range A.J.?
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It seems that all the games I've tried don't use the full range. It's like there is a 75% "deadzone on the left side. Do you know any games that for sure use the whole range so I could test it?
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I was wondering if there was any kind of in depth faq about the atari 2600 paddle controllers? I'm particular interested in a certain point. I grew up with the 2600 when I was small. But It was eventually discarded and I don't have exact memories of how the paddles worked. A few years ago, I got a set of paddles to use with my flashback 2 and stelladaptor. When I got them, it seems that the paddle is only responsive for about a quarter of it's full range of motion. It still moves the paddle on screen all the way across and back, but if I turn it to the left, it keeps turning after the on screen paddle stops and I have to keep turning back to the right until it reaches the point that the onscreen paddle stopped before it starts to move the paddle again. Which makes it so that if I turn too far to the left, I"m basically going off screen and have to catch up to get back on screen. This can be quite frustrating when playing something frantic like Kaboom. Is this the way they are supposed to be? I expected that when I turn the paddle all the way to the right, it would be on the right side of the screen. And if I turn it all the way to the left, the on screen paddle would reach the left side at the same time that the paddle in my hand is turned completely to the left. I also have a Jakks tv games paddle set that works the way I just described. So the actual paddles and the tv games one both handle very differently. I hope that all made sense.
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I was wondering if anyone ever tried to hack any of the other 2600 pinball games like midnight magic to use the same control scheme as bumper bash using the two paddle triggers as the flipper controls? I personally find this the most fun way to play even though it kinda eliminates any kind of nudge control. Or even if anyone has made a new table for bumper bash? I wonder if Midnight magic was originally meant to use the same or similar control scheme since the artwork for the game shows someone holding two paddles. Btw, I don't know assembly and am not a hacker so I know the easy answer people might say is "do it yourself." I understand that, but I am asking if someone has already done it. Not to do it for me or anything like that. Just want to make it clear.
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I was wondering if anyone ever tried to hack Marauder by Tigervision? Marauder The game has a kinda cool theme that could easily be re-themed into anything else. I think the game has potential, but is just too easy. Maybe a hack that makes it more difficult and that can somehow add more rooms and maybe random room connections? Just curious if anyone has already tried to do this?
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That skull looks really cool. Although it doesn't seem to fit stylistically with the main game screen since it's so colorful.
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Really fun game, but I can't get hold of the absorb stage. Are the eggs the same as the blue targets? Otherwise I don't see anything else other than the blue targets and the purple enemies. I haven't made it past the 3rd level yet either, so I don't know if the eggs don't pop up until level 4 maybe.
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I managed to track down his website. it's http://retrogames.orgfree.com/ Unfortunately I couldn't find any links to the Little Knightmare game. The whole site is in Portuguese. Seems it was made in Batari Basic. I did send him an email using an online translation program asking for a copy of the rom and if it could be posted. Hopefully he gets back to me and we can all enjoy this cool looking port of an msx classic.
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The revival of the rock opera.
Legend commented on Nesbroslash's blog entry in The (hopefully) weekly rant
Repo Rocks! I love that one. Especially the movie where Paris Hilton's face falls off. I have Beethoven's last night by tso. Haven't heard Night castle though. W.a.s.p.'s Crimson Idol album is also spectacular. They also did a newer one called The Neon God, but doesn't quite capture the magic of the Crimson Idol, although the story is interesting about modern false prophets. -
rom hacks to support 2 buttons with genesis controllers
Legend replied to RevEng's topic in Atari 2600 Hacks
does the stellaadaptor work with genesis controllers to try this out? -
Looks pretty cool. Shame there is no one player mode.
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Fun game. I especially like the "Odin!" yell at the beginning. I kinda like the original title for the game though since Bifrost is the name of the rainbow bridge where the battle is being taken place and assuming Heimdallr as the hero guarding the bridge. And I think it has a little more character to it. It would also be cool if there were enemies that also threw projectiles in later waves. I've only made it as far as 147 score so far, so I don't know if those might be there already. I assume the enemies attacking ar the giants, so it would make sense that they threw spears or boulders even. Keep up the good work. Still crossing my fingers for eventual paddle support.
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Personal preference really. Plus lack of content for the driving controller. Just something else to use it for. That's understandable. I've never used the driving controller, so I'm not sure how much better it is from the paddles. Pretty much, never got a driving controller since I couldn't find any other games that used it other than Indy 500, so making another game that uses it does seem like a good idea. That and being broke combined with a somewhat hard time finding one. Any chance of a paddle version/option? Glad to see this one still being worked on btw.
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Any updates on the sound? Is the sound the only thing left to do on this one?
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Pretty cool. Not too fond of the player sprite though. Still working on it?
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Sorry to bump an older thread, but I was curious if there was any new progress on this one. It's one that I think has a lot of cool potential and I'm looking forward to seeing it completed.
