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Everything posted by DT Kofoed
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Atari 2600 Knockout Round 3: YARS' REVENGE
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
137,584... urg! My pride won't let me get bumped on Yar, but dangit! I can't believe we already have multiple rollers on game 6 of this bugger! -
Atari 2600 Knockout Round 2: RAFT RIDER
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
I had so much potential after H.E.R.O.! **cries** I don't know what it was with Raft Rider, but I tried for an hour to get a better score...and just never got the hang of it. However, it's all good... I suppose when you're using to just walking on the water... -
Atari 2600 Knockout Round 3: YARS' REVENGE
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
First out the gate: 111,563. Died after the neutral zone went away I should be able to do better. -
Atari 2600 Knockout Round 2: RAFT RIDER
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Any word on the next game yet? -
Atari 2600 Knockout Round 2: RAFT RIDER
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
The gold is 2 scanlines tall, I think, so if you're lined up for the top of the gold, you'll squeek by the rocks on the bottom of your raft. Most of the gold I've found has been positioned just so behind a line of rocks, and you CAN get them, every time. -
Atari 2600 Knockout Round 1: H.E.R.O.
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
106,350... more points! I had to emulate because my daughter's Girl Scout meeting has taken over the living room. -
Atari 2600 Knockout Round 1: H.E.R.O.
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Back from the River - 69,100. Now I get points! -
Atari 2600 Knockout Round 2: RAFT RIDER
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Yeah, you're only got about 2 scanlines to work with. Just err low: you won't die, and you'll still collect enough to be full up on rafts and gold before you hit 20K. The rod is helpful for aiming. -
Atari 2600 Knockout Round 2: RAFT RIDER
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Finally stuck it through... not nearly as satisfying as rolling Journey last HSC season. -
Atari 2600 Knockout Round 2: RAFT RIDER
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Now 52893, and I'm bored... -
Atari 2600 Knockout Round 2: RAFT RIDER
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
13,415. Pretty sure I can roll this, if I have the patience. -
Atari 2600 Knockout Round 1: H.E.R.O.
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Well, heck... If I'd known points were to be given, i'd've kept playing past a safe score... -
Atari 2600 Knockout Round 1: H.E.R.O.
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
64,905. Still hoping to patch, though! -
Atari 2600 Knockout Round 1: H.E.R.O.
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
up to 52,935... speed kicks up at level 10, I see. -
Atari 2600 Knockout Round 1: H.E.R.O.
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Surprisingly, this is the first time I've played H.E.R.O.... it's one of a handful that eludes my complete Activision set. Anyways, nice pick! First go around grabs me a 43,545. No picture until I rack up something better. -
Atari 2600 HSC Winter Knockout Tournament Sign-ups
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Fingers tingling... -
Atari 2600 HSC Winter Knockout Tournament Sign-ups
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
I don't know if I'll be competitive with it, but I'm putting in for Kung-Fu Master, just because I've always thought it was a pretty darned good port, given the various hardware and control limitations of the VCS. -
Atari 2600 HSC Winter Knockout Tournament Sign-ups
DT Kofoed replied to JacobZu7zu7's topic in 2600 High Score Club
Absolutely in... give me a bit to think up a game. -
Just played the latest build of the year, and I'm loving the new explosion-sparks-showering-down animations. The human animation is super smooth; though maybe a little too bouncy for my taste, it's still nice to see done well. I do, however, miss the voice work terribly! If the game doesn't call me "chicken" for escaping a room while leaving robots alive, then what motivation do I have to kill 'em all? Any chance on getting these bits back in the next version? I look forward to what you'll be bringing to my VCS next year...
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My son and I had a rousing bout of Candy Catcher just yesterday, so thanks for that one!
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I'd have to agree with this sentiment. What if the score was exponential 1-2-4-8, rather than 1-2-3-4? A line counter is fine for survival-type play, but I think everyone who thinks in tetrinos really wants that proper 4-line Tetris. Just a thought...
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Just played this for the first time, and here's my thoughts: I like the jiggle, I mean, oscillation. The pseudo-randomness of it is nice, and could be incorporated into play strategy, if you change the scoring slightly. I like the idea of a time-based score, but not as simple as it is now. What if you gain a point for every second you're not moving, thus bringing that oscillation into play? For as long as you are actively moving the player, you get no points. I also like the idea of the ball bouncing around inside, and the walls expanding and contracting as you go. As for the power-up and life-bar ideas, can they be combined? The power-up lets you absorb the ball for an extra hit, but only for a brief window of time. I'm not sure how many objects you can include on-screen, but a multi-ball environment would make this absorption-power-up very useful. I'm curious to see how this turns out in the end...
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Not sure. I really don't think so. P1 wraps at screen edge in the display kernel I'm using, so if the didn't disappear before the edge they would instead appear at the opposite side of the screen and then disappear. I understand that Batari incorporated some form of sprite masking into his latest display routine, but unfortunately I don't think I can use it with this program (and even if I could, the sprite is resized, which I gather would present other problems) Not sure if I missed this earlier in the thread, but I'm having this very problem on my harmony. The dragon jiggles back and forth between the far left and right sides of the screen whenever it's right on the edge of leaving off one side of the screen. I don't recall seeing that in earlier builds, but maybe I wasn't playing them off my harmony? Still loving the game, and look forward to further tweaks as it nears completion.
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Debut in 5th place. Go Me!
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Rough week in life. Played this once, on Wednesday or something... but hey, that's participation: 365. Looking forward to a little break between seasons, as long as it is a little break.
