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A Sprite

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Everything posted by A Sprite

  1. You forgot 7800, which really should be the first option. It plays the vast majority of 2600 stuff, uses 2600 perephrials, and has the 7800 library as well (including some great new homebrews). I think if you only own one Atari system, that's the one to have. Speaking as someone who's very much still in love with BallBlazer, the 7800 is so starved for good games that we all wept with joy at the discovery of an unfinished Chuck Norris movie tie-in. We still get excited about Q*bert. Xevious vs. Raiden. Xenophobe vs. Aliens vs Predator. Scrap Yard Dog vs. Rayman Asteroids vs. Tempest 2k. Pole Position II vs. Super Burnout. Karateka vs. Ultra Vortek. I'd go for the Jag, even having never owned one.
  2. This is a silly argument. Of course it's fair to warn people about the Jag. Can you imagine if we let him play Double Dragon V without warning him it causes puppies to spontaneously combust? What if he played Aircars? He'd see more polygons in the box it arrived in. At least now we know he's got the right sense of humor to enjoy the Jag for what is, instead of regretting what it isn't.
  3. More free publicity for Uwe and his friends - Jack Thompson should be writing this down. I'll wait till the Uwe model hits Gary's mod.
  4. Geez, I kind of like the arcade Frogger. Yeah, what's supposed to be so bad about it? It's better than a lot of arcade games back then. I'm not in love with it, but it is fun to play for short periods of time. Nothing happens when you lick the frog...
  5. My own preferences are irrelevant, really. Siren won't make the list. Neither will any Parodius. Most people will never even play "The Marriage." And mass appeal would turn any list into Madden vs. GTA vs. Halo, vs. Pokemon vs. Link, Cloud, and Sephiroth vs. Guitar Hero vs. Hearts vs. Poker anyways. Mortal Kombat would be there. In the end, we're all left to define what makes something good - my own definition of good, is to rate a game based on how well it did what it was meant to do, as decided by both the designers, the players, and those who were inspired by the game to create something in turn.
  6. Exactly. The tough part is that we all have to read the discussion as words on a screen rather than get to joke around about it in the same room. Sometimes I'll write something, read it over again and be like...eeeeehh..that might sound like an attack on someone when it is really just a strong point I am trying to make for my side of the discussion. I guess that is why we use these: I guess I just don't use them enough as I should. Just as much as I want to state my opinion, I *want* to hear everyone else's. That is what makes discussion boards great. ...... Agreed. So here's my take on Goldeneye. It sucks. No, seriously. Compare it to Half-Life 2 or Halo 3, and they'll eat it alive, even in multi-player. Plus, everyone is made of half melted cheese bricks. They stare through lifeless eyes. It's disturbing, like something Silent Hill threw up at a homecoming party. But, it must have done something right, or it'd be forgotten as fast as EA's attempts to steal it's identity. Looking over PC games at the time, I see demons with chainguns, and women you can pay to see dance or shake their nipple pixel. You can kill both, it's practically encouraged. Multi-player is frags and rocket jumps. Ayn Rand's vision of cultural nirvana, no doubt, but all she had was chess. Suddenly! In dances this console barbarian Goldeneye, with location based damage and sniper rifles. Plus now the women can shoot back. You do the math how that changed the game. Quake64, Doom64, and Duke Nukem69 tried to convert the pagan hordes, but it was too late. The masses demanded their virtual murder sprees be more applicable to real life. And console gamers were along for the ride.
  7. "Everyone else" I know around here actually agrees that Mario 64 "Isn't a Mario game" and some of those also believe it is quite boring. I am not quite sure how you can say I am alone in this opinion. A few others in this very thread made some points that aren't quite as wild as mine are (haha!). If you look at the transition of two of the major franchises to the N64 - Mario & Zelda, you can see a night and day difference between proper adaptation. Zelda has always been an action/adventure game that centers around exploring, puzzle solving, and fighting. When they moved it from isometric to a tomb raider POV, it worked because the nature of the game was retained. Mario64 on the other hand was a laughable installation in the Mario franchise because they turned it into an adventure game. It's extremely slow and is nothing like a Mario game. A Mario game is typically fast paced - not quite like Sonic - but Mario is a sidescroller where you grab powerups & coins as you push from one level to another. I love how two of you came to the conclusion I am a fanboy of something else because I don't love something that you hold true to your heart - I'll have you know I am not a fanboy of anything. I simply think Mario64 and GoldenEye are two horrible games. What is wrong with that? GoldenEye had horrible controls and was totally pointless as a multiplayer game because you could see where everyone else was - where is the fun in that? Mario Kart 64 was a much better multiplayer console game. I think I am with you on that one. I am going to have to drop a big "I have no idea what you're talking about" here. What do you mean? What fanboy? What is it with you people calling me a fanboy of something because I don't like something? If I came in here saying I was a HUGE fan of Mario 64, that would make me a fanboy - but if I don't like something....then ...I must be a fanboy of something else? Can you offer me an explanation here? I am confused. They are two horrible games - that's my only point. There is no hidden meaning. Also regarding your point about the unfinished Half-Life 2 mod of GoldenEye - what does that have to do with anything? It's a completely different game. What fanboy panties? I'm still confused. For the record - I am not really a fan of FPS games in general. Fanboy used to mean you loved something irrationally. Those were more innocent times. Now it usually means you have an irrational hate of whatever you don't like. Is it a bad thing? Hell no; you're easily the best thing to happen to this thread. If we all agreed on everything, most of us would be unnecessary. Where I'm blowing the whistle is your claims to speak for the PC community, when even a simple mention of it's recent efforts to bring back Goldeneye went over your Google adverse head. My opinion, just as relevant as yours, is that you really don't care whether you're right. This was all about getting that rant out of your system. I wish more people would do it.
  8. Even as an unfinished Half-Life 2 mod, Goldeneye received awards in the PC gaming community - your fanboy panties are showing.
  9. Intellivision? I'll look it up later, if no one beats me to it...
  10. Tempest 2k, Battlesphere, and Aliens vs. Predator are the three best. Protector SE, Raiden, Rayman, and Ultra Vortek are all worth a play. Double Dragon....it's....do you enjoy laughing at car crashes?
  11. Let us know if the project is restarted. I can create more sprites, anytime. I'll even take requests.
  12. Good system, cursed by bad games. Ask around which are worth looking into.There are a few classics.
  13. Patience, Jeff. If your retro title with effects and a giraffe is better than their retro title with a frog, it's sales will depend on word of mouth. This is the first I've heard of it, and all I've got is an attack on anyone who dosen't know your name, and a low quality youtube video to assure everyone that you're a dick. Not exactly a fair trial, is it? But it's not just being held here. How many other forums have bought into the narrative that your game has already failed? How many times will you be held responsible? This is coming from a fan of your previous work; half of succeeding is in learning how to fall. You can smash your face and scream that it hurts, because it does,and no one will understand until they've carved up huge chunks of their time on this planet and offered it to strangers they'll never meet. Or you can forget you've fallen. You can pick yourself back up, dust off your pants, accept that some of us will laugh. Then keep on doing what you do, because if it's worth doing, the joke will be on us. You're making the games you dream of. Most of us here would happily give up someone's extra kidney if it gave us a chance to say the same. Good luck.
  14. So games would be MOSTLY Minesweeper and Space Invaders without Nintendo then? Fixed. And to answer the question; no. At the time, graphic adventures, simulations, and RPGs were knocking computer playtimes into weeks. Nintendo was given credit for dumbing things down at the time.
  15. if coleco had not blundered with the ADAM, it couldve lived through the crash and dictate the industry. people forget that nintendo took over an empty market, if the market had not been empty, coleco couldve been the market leader through the mid 80's, as could atari, mattel or somebody else. Coleco, minus Nintendo (Donkey Kong), Konami (Cabbage Patch Kids), Sega (Zaxxon), and Atari (the usual suspects) vs. Super Mario 3, Megaman 2, Tecmo SuperBowl, Tetris, and Ninja Gaiden? In the North American market? Maybe. At a value price. But even if the Famicom remained in Japan, and the Adam decided life was worth living, we're looking at a near clone of the nearly forgotten TI/994a with a split console/add on computer market vs. IBM, Apple, Commodore, Atari, Tandy, and Sega. And it has no original IP worth playing. Colecovision's money was made from liscensing big names when no one else could compete with their technology. How long would they hold out, with quick arcade ports and toy tie ins, on that hardware? Would people choose them again if forced to upgrade?
  16. It depends on who you talk to. And I prefered the playable character being known as my CIB (my initials) when I played the game, to "Little Mac". I think once gamers get past graphics vs. gameplay, the next debate is character vs. immersion. We've seen it before with East vs. West RPG styles.
  17. I was highly disappointed with the NES version of Punch-Out when I first tried it in '87, for many reasons. The graphics, sound, and animation were highly inferior to the arcade Punch-Out. The reason for that is pretty obvious. MTPO was running on circa 1983 console hardware while PO was running on circa 1984 arcade hardware, which consisted of a triple-stack boardset with a 4 mHz Z80A main CPU and two sound processors, and was about the size of 2 entire NES consoles. But graphics, sound, and animation aren't everything right? Well the gameplay in Punch-Out was incredible. The fact that Punch-Out was the top earner in '84, and is considered the best arcade game of '84 by many people (including the KLOV staff), is a testament to this. It is often considered to be the final game of the true "classic era" of arcade games. The gameplay elements of MTPO that annoyed me were: - Twitchy single-frame-animation dodging (with a slight delay no less) - Counter-intuitive blocking. Press down to block up? Let go and press down again to block down again? What is that all about? In the real PO, if your guard is up, you are also blocking up against head punches by default, and if your guard is down, you are blocking down against body blows by default -- this is intuitive and makes sense. - Guard always defaulting to "down" and having to hold up on the D-pad to throw head punches. In the real PO, your guard stays where you last put it. If you push up on the joystick and let go, your guard stays up, and if you push a button, you will throw a head punch, you know, because your guard was up when you pressed the button. If you pull down, your guard is down, and you would throw a body punch if you pressed the button. Again, this is intuitive and makes sense. - The "star" system for throwing KO punches. The means by which you obtain a "star" are pretty vague, and you can't even get a star against every opponent. And when you do get a star, it is a "single use" thing. In PO, you have a simple power meter which builds with each successful punch, and decreases when you get punched. When it is full, you can throw the KO punch as many times as you want, until you lose the full status by getting punched. This is a consistent, predictable, and intuitive system for gaining the KO punch ability. - The "hearts" system. This one is from way out in left field. Why would you get more "tired" throwing a punch that gets blocked than throwing a punch that connects? Why am I stuck controlling a character that gets tired so easily? In PO of course, there is no such absurdity. - Your character not only gets tired easily, but he is a midget, and a very small midget at that. He's smaller than a single leg of any of his opponents. - Up to 3 rounds per bout. This means that you potentially have to knock your opponent down 7 (!) times before he stays down, and sit through those annoying inbetween-rounds screens that it doesn't let you simply skip. Speaking of which: - The training scenes that you also have to sit through...every time! However, the game did grow on me eventually. It's a fun game, and is often humorous, but overall it doesn't hold a candle to PO. Super Punch-Out for the SNES was awesome, and fixed most of the issues I had with MTPO. The main reason MTPO was the way it was, was because of the severe hardware limitations of the NES (which makes it all the more strange to come across people who prefer MTPO to arcade PO). When Genyo Takeda had access to adequate hardware (SNES), he did it right, using essentially the same formula he used for the arcade PO and SPO. It's all about the underdog story. People are still talking about Little Mac and his trainer. The other two heroes of the series, green hair guy with smile, and brown hair guy with determination, are most notable for their supporting roles in conversations like these.
  18. Ribbit! For arcade. There's also an unintentionally hilarious Frogger clone for VGPocket 50 in 1, where you play as an escaped prisoner of war, dodging ninjas with machine guns. The ninjas are too pimp to ever pull the trigger. They stab you to death with the barrel instead. You have to find the key in each stage, which is left out in the grass somewhere, because the ninjas are too pimp to stalk you. They wait for you to come to them. It's only for the hardcore.
  19. Your new screenshot is better, short of any artists volunteering to make landscape textures for you (and yours aren't bad), the only problem is the straight lines and squares in your beach line and peninsula mixed with the rugged, more realistic edges of the rest of the landscape. The contrast is jarring, like seeing River Raid appear in the middle of an NES era shooter. Shouldn't be hard to fix - just rough it up a little. I like the new version. Continue! The most important is : Have fun programming your game project! Regards, Daniel What he said. Looking forward to playing the game. Good luck.
  20. Just curious why there aren't more. It's easier than creating a homebrew. Flaws could be ironed out. Mission packs added. Perhaps a second Jag RPG made out of the Syndicate. Towers II, or Highlander game engines?
  21. It's sexier than saying it in hexidecimal. But it can't beat the original. Homebrew has a warm and fuzzy home and hearth kinda magic. Sure, there's a bit of a roguish charm, but since we're talking about staring at math on a monitor until your eyes bleed, in the hopes of finding the one zero that makes your background graphics throw themselves up whenever you make any sudden moves, we really need all the outlaw mystique we can get. That said, I suggest we call the scene: Necrogaming.
  22. Pure genius. And all you need is a mastery of the Japanese language, a DS, and warm memories of suffering. I have one of these things... But, since there's nobody else here, we can take this thread where ever we want really. So, let's run with the questions the game raises, like, what kind of sadistic bastards came up with the idea of inflicting those kinds of challenges on kids way back when, and which ones are the best?
  23. Thanks for the response. I'm asking the question because I've often watched gameplay videos on YouTube for a demonstration of how a particular game looks and sounds in order to inform my decision on whether or not to purchase the game. I also find it interesting in a historical sense to watch gameplay videos of relatively obscure games on classic systems. I'm sure there are others like me in this regard. There are a wide variety of such videos available on YouTube, but videos for many classic games on various systems are, currently, unavailable. It would be easy for me to contribute gameplay videos for many of the games in my collection and I'm considering doing so, but I have no idea whether or not such videos would violate the game creator's copyrights in some fashion. Questions about copyright violation and "fair use" can be very confusing because the relevant issues are so dependent on the specific context. There is a great deal of relativity on a case-by-case basis, and that makes it impossible to simply apply even informed common sense to these questions. That leaves me stuck trying to find some answers. Historical preservation of obsolete material is specifically listed as a fair use exception in US law. Not only is what you're planning legal, but it's actively encouraged.
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