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Cybergoth

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Everything posted by Cybergoth

  1. Hi there! Can't agree with this. The current C64 DTV selection is composed out of Epyx and Hewson titles, both excellent companies which IHMO have a much better C64 back-catalogue than EA. There's a lot of other companies on par with or better than EA, regarding their C64 output only: Palace, Thalamus, System 3, Cinemaware, Microprose, Rainbow Arts, Lucasarts, Firebird, Ocean... Also, on the C64 EA was largely acting as a publisher, with most of their hits actually being titles from other companies like Interplay or Free Fall Associates. Greetings, Manuel
  2. Hi there! It works though, I swear I can make it through the center gap in ~ one out of three tries and I made it through the left once - in the attached version! Actually it should even be a little easier than the arcade... Greetings, Manuel
  3. Hi there! In answer to your request, try this This also features a smaller balloon, which now fits through the left and middle passage. In theory... Greetings, Manuel crazy.zip
  4. Huhu! Uihjah, mit nur 2 Jahren Verspätung habe ich jetzt eins zu Weihnachten bekommen Grüße, Manuel
  5. Hi there! These are no original standalone games, but single events extracted from "World Games". Greetings, Manuel
  6. Hi there! Good idea! Always good to have some nice things to do for the difficulty switches Greetings, Manuel
  7. Hi there! Rats... been away for four days only and almost dropped out of the top 10... lucky you are, I'm too tired for a sniper attack Greetings, Manuel
  8. Hi there! Hm... Problem with 6 pixels is IMHO that there's no "center" pixel and I think 5 is too small. Can you do the full animation sequence with the 6 pixel wide balloon? It's 7 different frames and shouldn't loose any "swing width". It's drawn somewhat complicated, as I only have centered shapes of different heights and the motion is "programmed". That way the balloon animation is much wider than 8 pixels even though it's still only a single sprite: BALLOON14 .byte %00111000 .byte %00111000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00111000 .byte %01111100 .byte %11111110 .byte %11111110 .byte %11111110 .byte %11111110 .byte %01111100 .byte %00111000 .byte %00000000 .byte %00000000 .byte %00000000 .byte %00000000 .... BALLOON18 .byte %00111000 .byte %00111000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00010000 .byte %00111000 .byte %01111100 .byte %11111110 .byte %11111110 .byte %11111110 .byte %11111110 .byte %01111100 .byte %00111000 Greetings, Manuel
  9. Hi there! Thanks! Hm... I fear the mazes will see some tweaking though: The arcade balloon is 11 pixels wide. To have a "round" balloon displayed on the VCS, I now use 7 pixels. Since they are twice as wide, that makes 14 pixels compared to the arcade balloon, i.e. as is, it no longer fits through the left and middle passages (@zach: yup, the other passage will be eliminated soon ) also the VCS can easily display 30*26 caves, instead of the 26*26 caves of the arcade. Can't waste so much space... Greetings, Manuel
  10. Hi there! Uihjah... I thought I already fixed that. Are you per chance experiencing this in the earlier version I sent to [stella]? Greetings, Manuel
  11. Hi there! Oh sorry, no proper TV frame yet, emulatorz only. Greetings, Manuel
  12. Hi there! Haha, it takes a while to get used to it. Use the rightmost way through the middle section. I've no clue if the other two passages are usable at all. (Can someone pass through them?) Not yet, but there will be one. Sort of... Yup. There's a Taito arcade of the same name... Greetings, Manuel
  13. Hi there! Haha, no. I currently have three weeks of free time, so I decided to programm my 2005 Mini Game contest entry now Work on Jumpman will soon continue. I consider Crazy Balloon a warm up... Greetings, Manuel
  14. Hi there! Edited 21.06.2005: Here comes the public beta version of Crazy Balloon! Well, it's not 100% the version I wanted to have ready for the public beta release, but very close. I'm releasing it now, since - this discussion just bubbled to the top anyway - I'm moving this weekend and I've no clue when I have my equipment ready again... This version is pretty much the OVGE one, I just added a few SFX since. Keep in mind that emulators will start the game in the (B)eginners mode. Switch it to A for (A)rcade difficulty Looking forward to YOUR feedback! (...especially if you're playing on real hardware...) Greetings, Manuel crazy.zip
  15. Hi there! Ah... my Seaquest reflexes are slowly getting warm: 179220! Greetings, Manuel
  16. Hi there! Hehe, so my next tip is to ignore the tip above. - Everytime you surface, the game progresses in difficulty, so you should avoid any extra oxygen refill at all cost. - Exception: In higher levels, above 80K, I misuse the oxygen refil to skip the "waves of 3s". I quickly deliver any single diver I can grab as fast as possible, until the game switches to single waves again. Another small hint: - Even when a diver is already impossible to catch, still kill the sharks. There's a chance that the diver will U-Turn and come back to you... Greetings, Manuel
  17. Hi there! I'd assume the diver is done with the ball, since it can reside on the same scanline as the sub and the shark at the same time and has a third color. Unfortunately that means that you're not looking for a sprite shape, but for two tables containing HMBL and CTRLPF values. I'd assume the shape you found is the one that's used in the "colected divers" meter, which possibly might use a regular sixchar display. Greetings, Manuel
  18. Hi there! Sorry guys, I'm completely sold out. Greetings, Manuel
  19. Hi there! Ok, first game: 131.400 Tips: - Always deliver the divers on the right side of the enemy ship on top - A diver is always followed from sharks, so fire towards the diver when picking him up. - Be evasive. Avoid everything and shoot it in the back! - Even when enemies (or their shots) shots are vertically aligned, your sub fits between the vertical gap. Requires precise movement, so try your luck on this rarely! - Your sub has auto-fire. Youse this to quickly take out complete waves of enemy ships in a burst, but don't rely on it for the sharks: They may evade it with their horizontal movement! - Ignore the display showing the # of rescued divers or the oxygen meter. Focus on the action surrounding your ships and go for the audio clues instead! - In higher levels, after reloading your oxygen reserves, stay on top until the first wave of sharks/ships passed your sub, so you can shoot them in the back. - When you eliminate 1-2 enemies out of 2-3 in one pass, the next batch of enemies entering on the same level will only occupy the spots of the surviving enemies of the previous wave. Only when you eliminate all 2/3 enemies of a pass it'll get fully restored. Use this info to create some room for manoeuvres in tight higher levels. Greetings, Manuel
  20. Hi there! I wish I could join more often, but unfortunately I rarely find weeks where I can really dedicate 1-2 hours per day playing the HSC choice. Greetings, Manuel
  21. Hi there! Cool choice, count me in this week Greetings, Manuel
  22. Hi there! I think my favourites are Crash Dive and Chopper Command. Greetings, Manuel
  23. Hi there! There you go: http://www.massive.de/ Check out "Aquanox 2" one of my favourites! Greetings, Manuel
  24. Hi there! Uihjah! Thank heavens for this message, I almost forgot to vote! Greetings, Manuel
  25. Hi Al! So two different teams were hired to port the same games twice to identical hardware? And the team doing the second job did it worse than the first team?!? Greetings, Manuel
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