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agradeneu

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Everything posted by agradeneu

  1. Has someone beaten the game as of yet? Please post your scores! 🙂
  2. More expensive (and less affordable) hardware would not have fixed the design and artwork issues of most Jaguar games. Or the lack of 3rd party support, or the lack of financial backing, or.... Its always funny to think about the perfect hardware configuration, but a console is not a PC, so lets not get carried away with that idee fixe ;.)
  3. Given the speed of the bus, a higher clockrate of the DSP/GPU would not result in much better performance, or? BTW 26 MHZ speed was mighty fast for the time, of course they could have made the system even faster, theoretically, but for a higher production cost/price. And for what reason exactly? Making TOM harder to produce and more expensive would have killed the Jaguar instantly. Later hardware will be always faster, prices for better tech will fall, but you cannot bypass that, except with a time machine. Realistically, a tiny cache on the blitter would have made texure mapping much better, for a minor higher cost. So says John Carmack. However Iam not a coder or a hadware engineer, so just guessing. IMO, if the Jag was in Segas or Nintendos hands, we would not talk about hardware limitations. As brilliant as the Lynx was, it did fail as well.
  4. Well, it did not fail like the Apple Pippin. At least it was released on mass consumer level, got some third party software support (incl. big titles like NBA Jam) and several of Ataris best releases of all time (Tempest 2000, AvP). The glass is half full. On a technological level, Atari challenged the market leaders of Nintendo and Sega, the Jag def. pushed the idea of 3D tech in a home console and video games aiming for a more matured audience. All things Sony then pulled off properly with the Playstation.
  5. SNES has an 256x224 res, so images/sprites are stretched slightly for the 4:3 format. That is why it looks a bit thinner in the source image.
  6. Congrats, but that also tells me the high hopes were not profound. Especially if it was used against active Jag devs delivering for years. As always, don't hold your breath!
  7. He is aiming for "arcade perfect", which translates into "as close as he could get". Jag res is a little lower than the Arcade game, but not that much. Sprite size seems adequate now, I would be disappointed if he would lower them to SNES level. SNES has lower res than Jag btw. I still believe he could push the colors to 32 indeces per sprite. Would give the Jag version a slight edge over the others.
  8. I think the SNES uses tilemaps to fit all backgrounds into RAM? It only has 128Kbytes, while Jaguar has 2 Mbytes. Nontheless he appears to run into RAM limits.
  9. Fighting monsters is the only way to level up and to increase Atack/HP/Magic. Iam not sure how turning off pause in a turn based game could work technically: During the time the monsters make their turn, you cannot make your turn simultaniously, you have to wait a bit. I agree that there is room for improvement (the game was a bit rushed out for release) Imo the battles could be a litle bit more snappier and provide more tactical depth (e.g. like The Hunt), player death often happens randomly and there is not a lot of skill involved. The game forces you to replay everything until you would eventually find all crowns, because the game would never spawn all crowns across the 12 levels or the necessary crowns left. So, it could happen you walk through whole the game for just 1 crown, rinse and repeat. I think I played through the game 5 or 6 times to collect all crowns and see the real ending.
  10. Correct, player and monsters are moving on a grid turn based.
  11. So did I. Since you complained about GM controls and a feature "sorely lacking", I address this issue in reasonable fashion. Sorry, that your complaints sound a bit generalizing to me, huh? As I pointed out, there is no gravity flyer I know missing that feature as they control perfectly without it. I played plenty of them. I also pointed out that that feature is overpowered and bypasses the appeal of gravity games almost 100%, probably to acommodate casual players who don't want to put much effort into the game. It also compensates the lack of control in the game, as rotating and counter thrusting, an essential game mechanic, is almost completely botched. IMO, that ruins the appeal of the original Lunar Lander altogether. If I have an advice, play the original arcade game instead, its challenging and rewarding! And we did not even talk about long term appeal. The missions design is simple but also by the numbers and becomes boring quickly. Landing, unlike in the original arcade game, reqires no skill at all, just press on the stabilizer and it stops the ship almost immediately! The landing zones are huge, so that even my cat can't miss them. I hope you understand that making general demands like you did provokes some kind of response from my side. Iam totally ok that GM is not your cup of tea. Its a different game for a different audience. Cheers!
  12. I tried the demo. Well, what can I say, I am not really impressed. I always compare new cave flyers to "Gravity Crash" and that one is still much more fun to play. The ship in LL is really very heavy and lumbering in a slow pace. Rotating is painfully slow and you can't really control the ship by rotating and thrusting. The stabilizer is a cheap way to stop the ship from going out of control, and there is no way to navigate corners swiftly. Kinda lame. So I disagree that any Gravity Flyer was "lacking" that feature. In my view it just compensates the unresponsive and sluggish handling of the ship.
  13. There are enough gravity games on VCS to complain about, "lacking" that feature. IMO you are comparing Apples to oranges Cheers!
  14. As expected, all 3 Doom engine games in the poll, making up 50% of the nominees. Is that really fair?
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