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solidcorp

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Posts posted by solidcorp


  1. I suggest that folks who are upset by the unavailability move on. Badgering the developer with complaints is unlikely to convince him to change his mind, and if anything just turn him off from the idea of an eventual release.

     

    I agree, can I lock this thread now, so we can just forget about it? :ponder:

     

    Why lock a thread? why the censorship?

    Nothing malicious is being said, no feelings are hurt, I've answered questions about the code, the history, and a couple Lynx questions.

    If people don't want to participate in this conversation it will die.

     

    D. Scott Williamson


  2. Oh, and after getting caught up in talking about my intentions with Stella, I should have said what excellent work you've done with this game. Particularly when one of the 'Atari Gods' said it couldn't be done. Hopefully Stella helped in some small way with your accomplishment, and if so, I've done my job as well :)

     

    I absolutely would not have tried to do it or at least finish it without the conveniences afforded by the Stella debugger, particularly with respect to timing and using conditional breakpoints to place usable breakpoints in banks. Thank you for a professional grade tool.

     

    D. Scott Williamson


  3. I just realized that I could have used hardware for the spark/ship collision. That will save a lot of time, some ROM, and be bit accurate! That makes me very happy.

     

    The sparks and shots used to be drawn on opposite frames because I thought the colors would match better and I switched them at one point because the sparks should be bigger than the shots. The colors ended up looking better anyway.

     

    BTW, someone asked me what code I found clever - I like this bit of unsigned comparison code.

     

    ; X DONE FIRST BECAUSE OF THE LARGER X RANGE - MORE LIKELY TO EARLY OUT

    LDA SPARKX

    SEC

    SBC SHIPX

    CLC

    ADC #SHIPSPARKRADIUS

    CMP #SHIPSPARKRADIUS*2

    BCS .SPARK_MISS_SHIP

     

    LDA SPARKY

    SEC

    SBC SHIPY

    CLC

    ADC #SHIPSPARKRADIUS

    CMP #SHIPSPARKRADIUS*2

    BCS .SPARK_MISS_SHIP

    .SPARK_HIT_SHIP

    ; BOOM

    .SPARK_MISS_SHIP

     

     

    It a 2D axis aligned bounding box (AABB) collision with unsigned range, early out, two compares and two taken branches max.

    SHIPSPARKRADIUS is easily tunable too.

     

    This may be obvious but it beats doing signed comparisons for +dx, -dx, +dy, -dy. Of course the hardware detection will be much faster ;)

     

    D. Scott Williamson

     

    P.S. Is there a way to make the tabs stay in the posts? It keeps collapsing my code left.


  4. Chunkout is a good example. So is that caveman hunting game Prehistoric Times released independently.

     

    Want to circumvent piracy on a sales to product level? Don't overprice your damn game! (especially after someone claims they are not in it for the money) lol

     

    And create a compelling reason to dissuade people also such as creating a nice case, label, manual and box - just as most of the latest homebrews found here do. Award winning stuff as of late! And releases produced in extremely limited numbers also do not help the piracy issue. A modern release should be made available for anyone that would like to purchase a copy. Take it off the market and you're only encouraging piracy. This doesn't address the various ROM and code dissection issues however - just saying from a simple-retail per unit point of view.

     

    Oh and what about Rob Fulop's unfinished robot game that he still released? With a cost prohibitive price of $80+... did anyone care to pirate that? :lol: No. AFAIK, they didn't. People wanted the story, box, cartridge itself and autograph of Mr. Fulop. It was the total package the (minority?) bought. Waaaay overpriced IMHO, so I skipped it. Haven't lost any sleep, nor have I cared to "pirate" the ROM either.

     

    I'm confident when I say a majority of us 2600 enthusiasts here could care less about pirating new/modern games. We appreciate and understand (for the most part) the craft, talent and hours spent programming a 2600 game. MOST of us want something physical in our hands to pop into our real game systems. The chumps into emulation were never a prospective customer in the first place. We love the interviews, developmental text, gaming and programming tips, heartaches and success stories behind the product. ALL of this could be neatly packaged in a release such as Star Castle and priced attractively.

     

     

    Thanks, you make compelling points and I appreciate the sentiment, but I respectfully disagree. I think this point of view is out of line with the reality of rampant piracy of all titles on all platforms on the internet. If the robot game wasn't pirated it could only be because no one wanted it.

     

    IMHO

     

    D. Scott Williamson


  5. There was recently published a game called "Chunkout2600." They did not release the rom for that game, and as far as I know there are still a few copies available for sale. Perhaps you could contact either the programmer or the person selling the cartridges and see if they had a problem with piracy. I doubt they tried very hard to foil pirates though, so it could have happened. I don't think piracy has been a big problem for the 2600, but maybe because nobody has really cared up to this point.

     

    http://www.atariage.com/forums/topic/151383-new-atari-2600-game-release/page__hl__chunkout

     

    I did it because it was supposed to be impossible.

     

    If I said "I don't want to sell it because pirates will cut into my profit", well that would just be ridiculous; I'd be cutting off my nose to spite my face. Last time I checked zero profit was way less than some profit.

     

    Besides, pirates don't pay for anything, so good copy protection doesn't necessarily equate to better sales, they just won't have the title in their collections (for a while).

     

    I know there are plenty of honest customers in the home brew market, but still, I think I just want to keep the cart to myself.

     

    D. Scott Williamson


  6.  

    I do not mean to malign the tool or the intent of its creators and maintainers, I'm just making a point that backs up my paranoia surrounding releasing the game.

     

    D. Scott Williamson

     

    I'm curious, is there any real reason to have any sort of paranoia about releasing a game? This is really starting to sound like Gorf for the Jaguar all over again, which ended real badly. Plenty of people on here have released homebrew games for the 2600 & a couple other consoles for anyone to play, and it is good. I'm curious why you are taking the exact opposite stance. Are you expecting the original IP holders to bring a cease & desist?

     

    I know there's no obligation for you to release this to the community, whether it's a freely-downloadable ROM or in a purchaseable cartridge form, but there is the carrot dangling factor here.

     

    I'm not terribly worried about the license holders, whoever they are and that would only potentially become an issue if I released the game and they would only care if there were money to be made.

     

    How did the Jaguar Gorf issue end?

     

    D. Scott Williamson


  7. If there is one thing I well never underestimate, it's the tenacity and cleverness of hackers. No copy protection is foolproof. If the Atari 2600 can read it, someone can figure out how and if I came up with my own bank switching scheme, no matter how complex, I bet it would take no more than 48 hours for it to be implemented in a new version of Stella. It's a compliment, hackers are smart, they have to be.

     

    D. Scott Williamson

    While I agree with everything you've said here, I can guarantee that no such code to circumvent a ROM not meant to be emulated would be placed in the main Stella codebase. I can guarantee this for the official releases, since I personally control that. Of course, since Stella is GPL, there would be nothing to stop someone else from creating such code and doing unofficial releases ...

     

    To be absolutely clear on my commnet - the documentation on "hacking" Atari 2600 cartridges uses the example of finding out how to increase the number of lives or something like that - NOT how to break copy protection. I didn't mean to imply that it is a tool intended to steal copyrighted material.

     

    But - if I did decide to sell cartridges that, for example, implemented a new bank switching scheme can I safely assume that no one would rip and publish the ROMs? and more to the point that Stella (and the other Atari 2600 emulators) wouldn't emulate the new bank switching scheme just like all the others or like the custom hardware in Activision carts. Stella is a brilliant tool that walks a fine line in this area.

     

    I do not mean to malign the tool or the intent of its creators and maintainers, I'm just making a point that backs up my paranoia surrounding releasing the game.

     

    D. Scott Williamson


  8. If there is one thing I well never underestimate, it's the tenacity and cleverness of hackers. No copy protection is foolproof. If the Atari 2600 can read it, someone can figure out how and if I came up with my own bank switching scheme, no matter how complex, I bet it would take no more than 48 hours for it to be implemented in a new version of Stella. It's a compliment, hackers are smart, they have to be.

     

    D. Scott Williamson

     

    That is absolutely true.

     

    Except of course what we're talking about here is a VCS title, so the interest level of the small community in putting in that effort to pirate it and screw over one of their kind is debatable. But of course you gotta do what you want, as is your right :)

     

    Awesome work by the way. I love it.

     

    I politely disagree. There are brilliant people like Fred Quimby (Melody cart, Harmony cart, and Batari), or the makers and maintainers of Stella who invest their time and energy in providing tools and support that benefit the homebrew community. There are others whom I can't say are more or less brilliant, but always seem more plentiful, that look at the challenge of breaking copy protection much as I looked at the challenge of developing Star Castle. It only takes one and then it's freely downloadable, emulatable, and burnable for everyone. Heck, the Stella debugger manual has sections on hacking cartridges.

     

    Thanks for the compliment on the work.

     

    D. Scott Williamson


  9. FANTASTIC WORK! I hope that you do decide to release Star Castle 2600 someday. Perhaps with a different name! (Star Crusade? Space Castle? Star Fortress?)

     

    And thanks for STUN Runner. Great work on that game too. It's one of my favorites for sure!

     

    Question about it though: Is it true your speed doesn't increase if you drive on the sides of the tubes? I've always wondered that...

     

    Thank you, I'm not worried about the name, I doubt the people who have ended up with the rights to it know they own them.

     

    The fastest place to be in S.T.U.N. Runner, both in the coin op and on the Lynx is where the summed gravity and centrifugal force vectors are pointing - so down for flats and straights, higher on the outer wall the tighter the turn, and even up over the ceiling for downward curved tracks. The farther you are from the "sweet spot" the slower you will go. The Lynx exactly duplicates the layout and sequence of the coin op tracks including boost pads, stars, shockwaves, and enemies all of which were carefully designed with game flow in mind. I don't think that it matters where you are when boosting but if you are in the wrong place when boost runs out you will slow down fast. I always wished I could think of a better shooting interface for that game, it was hard to switch between shooting aerial enemies and those on the track - in the coin op, the yoke tilted instantly.

     

    D. Scott Williamson


  10. First, since it seems to matter to you, let me start off by saying that I'm not a programmer -- just a game player and fan of the VCS.

     

     

    Unfortunately, once I let the genie out of the bottle I can't put it back, and lets be honest with ourselves, once I release it in any form I can expect that it will be more downloaded than purchased which dilutes the effort in my opinion.

    Not necessarily true... there has been at least one homebrew game released whose binary was "copy protected" so as to be non-functional on emulators. I believe it doesn't even work on the Harmony cart. There have also been several homebrew games released on cartridge which are not readily available online -- all of the Ebivision games, and one recent arcade port called Stacker, just off the top of my head. There are several more, I have a list somewhere.

     

     

    If you wish to release on a Melody board, I can make it essentially impossible to dump. PM me if you want to know more.

    There's this too. Combine it with the copy protection I mentioned above, and you can be pretty well assured that nobody will be playing your game without buying it.

     

    If there is one thing I well never underestimate, it's the tenacity and cleverness of hackers. No copy protection is foolproof. If the Atari 2600 can read it, someone can figure out how and if I came up with my own bank switching scheme, no matter how complex, I bet it would take no more than 48 hours for it to be implemented in a new version of Stella. It's a compliment, hackers are smart, they have to be.

     

    D. Scott Williamson

    Just take your time and do it your way.

     

    I think you did an amazing job converting Star Castle to the VCS.

     

    Did Howard already respond to your creation?

     

    8)

     

    Thanks, I will.

     

    By the way, I don't think this is the best venue to discuss any sort of copy protection. If someone were to hit on a brilliant and effective deterrent, it would be documented here in the forums and someone could potentially find an exploit. As I said, if the Atari 2600 can read a cart, so can some other device.

     

    I have not made any attempt to contact Howard Scott Warshaw and I haven't heard from him (unless he's been posting on this thread :) ). I don't know what I'd say to him, this wasn't necessarily a personal thing and I have nothing but respect for his work. I'd love to have the opportunity to buy him a beer and talk to him about the old days and the couple of mutual people we may know... and of course to thank him for his games, his documentary Once Upon Atari, and this opportunity. Anyway, in my opinion the game's not finished so that would be premature.

     

    D. Scott Williamson


  11. For what its worth I would be willing to buy a copy of the binary, and no I won't upload it to anyone so I can play it on my harmony cart. Thanks to Batari (his and others' efforts on the harmony) buying the binaries is now a possibility not yet explored. I am not into screwing someone else over buy sharing it with everyone. Someday I may want the same respect from others if I made something.

    The binary would have to be signed then. So if ever a binary shows up, we could find the leak.

     

    A simple checksum is definitely not enough. The signature had to become part of the game, so that it doesn't work anymore if the signature is removed or changed. And it shouldn't be possible to reverse engineer the code. Not sure if this would work with the 2600 and its limitations, but it is an interesting topic.

     

    There's no room left in the cart to do validation! :P

     

    D. Scott Williamson


  12. First, since it seems to matter to you, let me start off by saying that I'm not a programmer -- just a game player and fan of the VCS.

     

     

    Unfortunately, once I let the genie out of the bottle I can't put it back, and lets be honest with ourselves, once I release it in any form I can expect that it will be more downloaded than purchased which dilutes the effort in my opinion.

    Not necessarily true... there has been at least one homebrew game released whose binary was "copy protected" so as to be non-functional on emulators. I believe it doesn't even work on the Harmony cart. There have also been several homebrew games released on cartridge which are not readily available online -- all of the Ebivision games, and one recent arcade port called Stacker, just off the top of my head. There are several more, I have a list somewhere.

     

     

    If you wish to release on a Melody board, I can make it essentially impossible to dump. PM me if you want to know more.

    There's this too. Combine it with the copy protection I mentioned above, and you can be pretty well assured that nobody will be playing your game without buying it.

     

    If there is one thing I well never underestimate, it's the tenacity and cleverness of hackers. No copy protection is foolproof. If the Atari 2600 can read it, someone can figure out how and if I came up with my own bank switching scheme, no matter how complex, I bet it would take no more than 48 hours for it to be implemented in a new version of Stella. It's a compliment, hackers are smart, they have to be.

     

    D. Scott Williamson


  13. I'm more interested in details on the cartridge itself, what will it look like?

     

    It won't...it isn't being released.

     

    I think he asks about the one special cartridge that will be made :)

     

    I prefer to show people what I've done than tell them about work in progress or plans, but here goes. Even though Atari cartridges are plentiful and are still going into landfills, I have a somewhat irrational personal issue with destroying a piece of video game history, in this case a working game, to advance my hobby. I was originally going to make a modified silicone cast of an Atari cartridge so that I may cast the new cartridge in acrylic, but have changed my mind and now I plan to CNC mill layers of Plexiglas and bond or bolt them together. I can spend more time in CAD and rework/recut carts until I am satisfied. Making a sandwich style cart also allows me to make more complicated internal cartridge structures, like the pins to open the Atari 2600 cartridge port protection mechanism and internal bezels to redirect the LED light. I have to get my cartridge to work again first and I have a lot of work to CAD and fabricate the cart. It will likely have the coin op cabinet logo engraved on the back and have standard Atari font style stickers on the front and top of the cart. All of this is speculation, a plan. I will keep you all posted. I usually photoblog my fabrication projects in picasa.

     

    http://picasaweb.google.com/spot1984

     

    Pictures of the development of the Atari 2600 SOLIDCart including early Star Castle screen shots and my cluttered lab:

    http://picasaweb.google.com/spot1984/Atari2600StarCastle#

     

    D. Scott Williamson


  14. Scott is one of the most talented programmers I have had the pleasure to work with. He is able to work at the lowest levels of the machine (as obvious from his 2600 work here, but you haven't seen a lot of his PS2 vector processor coding), and the next minute work/design higher level APIs. He stated this was not about the money, and I can support that.. as long as I have known Scott, it has been about doing things with tech that other feel can't be done, or is too difficult.

     

    Good to see you here old friend. Very impressive work... once again.

    --Selgus

     

     

    Thank you so much, it means a lot from someone as proficient as you, it's good to see you here. I showed our mutual friend B.F. your icon when I surreptitiously found you and we had a chuckle at how small the world can be sometimes. He says hi!

     

    D. Scott Williamson


  15. ok,lets try to make this topic more interesting

    even if I am interesting in the technical aspect

    seeing that I cant program

    I wont understand your explanation....

    but why? Star Castle?

    any personal attachment to the game?

     

    and how long do you think you will need for you to consider the game finished?

    as you are working on the game irregularly, How many hours will you spend on it?

     

    One more thing, you guys should check out Howard Scott Warshaw's DVD Once Upon Atari. It's one thing to read about that era, but to see and hear it from the people who were there is something else.

     

    Nolan Bushnell is a genius - In the video he says something very close to: "Give creative talented people clear goals and almost no structure and they will do great things"

     

    D. Scott Williamson


  16. ok,lets try to make this topic more interesting

    even if I am interesting in the technical aspect

    seeing that I cant program

    I wont understand your explanation....

    but why? Star Castle?

    any personal attachment to the game?

     

    and how long do you think you will need for you to consider the game finished?

    as you are working on the game irregularly, How many hours will you spend on it?

     

    I should also say that later I found the history of the coin op to be fascinating as well, full of different accounts of the events leading to the release of the game. It sounds like there was some drama there, and those guys worked under some really difficult circumstances - believe it or not, much harder than 2600 development. There isn't even a dedicated CPU in the coin op, the "CPU" is a bunch of logic circuits and ROMS - it's custom and programming was done in notebooks and hand converted to hex. Hardcore to the core. I'll try to dig up some links and post them.

     

    Fascinating stuff indeed.

     

    D. Scott Williamson


  17. ok,lets try to make this topic more interesting

    even if I am interesting in the technical aspect

    seeing that I cant program

    I wont understand your explanation....

    but why? Star Castle?

    any personal attachment to the game?

     

    and how long do you think you will need for you to consider the game finished?

    as you are working on the game irregularly, How many hours will you spend on it?

     

    I was an Atari zealot as a kid and I like the history of the video game business. It was a time of innovation and explosive growth, and it was the 70's man, it was like crazy. I read an excellent book called Racing the Beam, that details the history of the 2600s creation and how its quirky design molded the video games made on it and ultimately the early industry as a bunch of game case studies. On page 95 begins a chapter called "A Yar is born" containing the story of how Yars Revenge was conceived and developed. Howard Scott Warshaw is quoted as follows “I soon realized that a decent version couldn’t be done, so I took what I thought were the top logical and geometric components of Star Castle and reorganized them in a way that would better suit the machine.”. When I worked at Atari I wrote some code on the 2600 so I knew how it worked and its limitations but I thought it could be done. Later I read some more of his interviews where he reiterated that it couldn't be done or that it would "suck" (I included links to those articles in my original post) and I became more convinced that it could be done and should be done. I was a big fan of Star Castle in the arcade but I wasn't any good at it. There was one kid at the bowling alley I played it at who seemed to be able to play forever. In 2008 I decided to tinker around with an idea for the shields. It didn't pan out, 76 cycles is a lot shorter than I anticipated but 5 rewrites later I got them to work and later yet I got them to rotate in either direction and do collision detection. There was nothing else really special about Star Castle or the 2600 other than I knew it was really hard and the author of one of the best selling Atari games, Yars Revenge, made it because he couldn't make Star Castle. I did it just to prove a couple points - that it could be done and that I was one of a few people capable of doing it, which is why I insisted on staying withing 8k in a standard F8 cartridge, to be sure the game could have been made at that time. To be fair, Howard didn't have modern PCs or the debugging abilities of the Stella emulator, but my point was the game could be made, and that I could make it. I invite anyone to try to best my effort, who knows everyone may get a better and free version of the game - it's not impossible.

     

    I had worked on it irregularly, and recently really crunched on it for the VGS. I fell short, I didn't get my hardware cartridge or case done and there are things I am improving in the software now - still within 8K. IDK how long it will take or when I might consider it done. It depends on how cooperative the Atari is, and how much more I can squeeze the ROM, there is a very hard limit there as I'm sure you are all aware. I will keep you all posted on the progress as long as you guys don't get too mad at me. :)

     

    D. Scott Williamson


  18. What a huge deal this has turned into. :ponder:

     

    As others have said, Scott didn't start this thread, he's the one who put all the hard work into it, and he is not finished with it yet.

     

    He's clearly said why he does not want to release the game right now, which are all valid reasons, he's been very open and polite to all of us, and has even said someone else made some good points.

     

    Please, everyone, try to keep your personal feelings under control about this and allow this respected and talented programer to decide on his own what he wishes to do.

     

    Scott has been given all the information and options on what he can do with the game should be choose to, and we don't want to drive away someone again due to some hard feelings.

     

    Scott, what you have done is a amazing piece of work for the underpowered 2600 and you are to be praised for it! :D

     

    Please take your time on finishing it and then decide what you wish to do. A lot of us here would pay to be allowed the honor to play this game and you know what your options are.

     

    Thanks for your comments.

     

    I take no offence here and I'm not going anywhere. Everyone has been well mannered and besides, I can't tell anyone else what to think. I can only feel proud or lucky that there are people who care this much about games and feel flattered that there is interest in something I've done. As for the conversation here, I find it interesting and don't want to discourage it, although I'll add that I'd be happy to answer any other technical or historical questions about Star Castle as well.

     

    D. Scott Williamson.


  19. I knew this was too good to be truth... :|

    That it's not going to be released? I know. Was thinking it would make a pretty sweet Christmas gift too.

     

    But... let's get centered here, shall we? It's just a game. If we REALLY want to play a version of Star Castle on the 2600, I'm certain the handful of extremely talented programmers we have "in house" could come up with one. And since that would be a more community involved project, perhaps including a bounty *if* need be; there'd be plenty of testers and input going into the final coding that could ultimately ensure a superior product.

     

    Yeah, that's a challenge :)

     

    First gaming option I'd like to put forth would be for 2-player simultaneous play. 1st Joystick port would control the fighter and in the 2nd joystick port you'd have your set of paddles where one would allow for defensive play. Either rotating to fix your shield or sending out a projectile that either neutralizes Player 1 for a set amount of time while you rebuild OR blows pieces off his ship ala Space War. 3 shots and he'd be done :lust:

     

    That would be awesome!

     

    D. Scott Williamson


  20. From now on, no collector can have a perfect set. Most of us won't even be allowed to touch it.

     

    Sure, other games are kept away from the public, but none so important to the era's history or of this quality.

     

    But.

     

    I understand.

     

    The same way I understand there's only one "The Last Supper" painted by the original artist.

     

    Okay, maybe an arcade conversion's not that big of an achievement by society's judgement, but it is art.

     

    If everyone could own it, it would be just one more game.

     

    So I'm willing to take what little I am allowed.

     

    We've lost an experience, and gained a story.

     

    Perhaps even a crusade, for those who need something to protest.

     

    And wisdom.

     

    I know personally, every game I own just became that much more precious to me.

     

    And I respect more, those who created them.

     

    Thank you, for that.

     

     

    Wow, I'm sure I can not be compared to Leonardo da Vinci. Thank you for the sentiment.

     

    D. Scott Williamson


  21. SO you dont want to release it on cartridge at all. Full stop.Ok....let's accept that... :ponder:

     

    because , if you are thinking about it, you are sending mixed signals.....

    and even if I dont entirely understand your), reasoning (you are so "scared" of pirating that you prefer not to release your creation at all) let's hope we wont find your "own special personal" cartridge on Ebay because that would discredit you...

     

    If you are getting mixed signals then you are not paying attention.

     

    "I don't have any plans to put Atari 2600 Star Castle cartridges into production as I didn't set out to port a 30 year old coin op game to a 33 year old platform to fill a market need. This game is the result of many months of very hard work and for that I am not inclined to share the code or binary. I will likely put up a website telling a more detailed story than the one here and look for a little publicity. But who knows, if there is a wealthy collector out there who wants it bad enough maybe I'd let my one and only copy go for a small fortune ;-) "

     

    I have not deviated from the position I took in my initial statement. The "small fortune" comment was intended to be a closing joke, not a 6 page forum discussion, but here we are so let's explore it a little further. If someone offered me a million dollars for it I can tell you I would, at the expense of being "discredited", take it in a heartbeat and whoever bought it could publish the source code in the New York Times for all I care. I would be as within my rights to sell one as I would to sell a hundred, a thousand, or zero. Price is what a market may bear, the value may be a million dollars, a penny, or zero. What gives any of us the right to tell another what they may or may not, should, or should not do with a product of their work.

     

    All of this notwithstanding, as I have stated repeatedly, money was never a motivating factor, it is and has been my intention to finish the game and cartridge for myself.

     

    D. Scott Williamson


  22. You make good points across the board. I think you understand where I'm coming from here.

    I neither showed the game nor am withholding the game in any attempt to tease people.

    Thank you. I really hope no hard feelings come from this thread for you or anyone here. I respect you and your work. (I've always loved High Voltage games BTW). I try to understand where people are coming from. I hope we will all afford each other that courtesy.

     

    Nah, no hard feelings towards anybody. You are all kinder than the press has been towards other games I've done in the past :D

     

    D. Scott Williamson

    • Like 1

  23. Some of you guys are ruthless. It seems a lot of you feel you have the right to this game just because it exists. It is his creation, and he can do as he pleases.

     

    Isn't it equally ruthless to come to a place where many hardcore gamers and collectors hang out and go "Looky, shiny new carrot, you can't have it!"? :ponder:

     

    I've been professionally making games since around 1985 and I don't get that sort of thing at all. :?

     

    I let people play it at VGS. I talked about the technical details. I didn't start this thread.

    What games have you done? I'm not setting you up for any kind of argument or attack or anything, I really just want to know.

     

    D. Scott Williamson

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