Jump to content

Jaynz

Members
  • Content Count

    641
  • Joined

  • Last visited

Posts posted by Jaynz


  1. Stun Runner, you've been told this MANY times already... so would you please just STOP with the 'request threads'. The reason that the pinned thread is there is so we can AVOID having 'unfulfilled fantasy wishes' threads like these.


  2. Gah! Not liking that everyone focused on my one little jab at the controllers instead of pondering my real question.

     

    My original point was that Atari was doing most of this FOR THE FIRST TIME and things which seemed more obvious or simple for us now, with 30 years of hindsight, hadn't yet been done and even 'computer gaming' was seen as just another expensive toy fad that was overdue for passing on.


  3. Actually, here's the relevant quote from AA's 5200 FAQ, emphasis mine:

     

    Right, but keep in mind what I said. At the time, game consoles were being decried as 'overpriced children's toys' so marketing was desperate to do ANYTHING that could make it sound like these were 'more than toys', or 'educational' or 'for adults', etc. Even though those kinds of sticks were nearly universally hated, marketing types demanded their use and inclusion so they could say "Look, it's for flight simulators and PRECISION controls, not stupid video games games!" This kinda of language was all over the boys and adverts at the time.


  4. Zylon, actually, that type of joystick was a 'development fad' back then, and it wasn't just Atari doing it - TI, Commodore, and Tandy CoCo all had similar sticks. The idea was that they were 'less for kids' and 'more simulational' than reguar arcade-like sticks.


  5. LoTonah, please keep in mind that today - 2013 - after the NES, SNES/GENESIS, PS1/N64, PS2/XBOX, and PS3/X360 generations we've had the advantages of learning a LOT of lessons about design, marking change ups, generational upgrades and all that. Back with the 5200 and 7800? Not so much. What seems obvious to us now was completely unheard of back then. You have to cut them a little slack.


  6. Please recommend some games of which you think they could convince me that the PS1 is worth my time. So far, I am not holding my breath...

     

    The PS1 has a lot of great classics on it, but the seriously dated 3D engine may keep you from really enjoying it. Still, the RPG selection is pretty solid, provided you can find them in the wild. Wild Arms 1 and 2, Suikoden, Final Fantasy (of course), and quite a bit more...


  7. To show how incredibly disappointed and upset I am about the 7800 fanbase and how much it sucks and all that... I'm going to buy a 7800 game from the Atari Age store RIGHT NOW!

     

    Seriously, sh3-rg,where the hell did that rant come from?

     

    Edit: And in case you're wondering, the game I ordered was "Meteor Shower". I have to keep bribing PacManPlus somehow, right? :)

    • Like 2

  8. Just bumping to see if Ken's still around and if there's any progress on this puppy. It's great work so far and I had to see it idled. :S


  9. lol - thanks - that reminds me, I need to try to figure out Gorf's source code for Gorf... He did too good of a job to let it go to waste.

     

    Absolutely. It actually may be a good thing to parse out the Galaxian code and make a full version of Galaxian itself first - then use THAT as a building-stone for Gorf, Phoenix, and Galaga (Arcade).. and Gaplus, natch. :)


  10. For a hack, this doesn't look too bad. I'm happy that you closed off the pinball entrance tunnels (I'm very against dead ends in Pac-Man mazes), though there are some things I'd recommend, incase you're aiming for this hack to be as authentic as possible:

     

    I originally stuck with the mazes, but felt that some graphical tweaks could be done to help distinct this game from the others a little bit - even without the pinball section. It was primarily an experiment to learn how the editor worked and what could be done within it. :)


  11. Now a question for JAYNZ. The work you did on BABY PAC is phenomenal. :twisted: I'm working on disassembling it to potentially use it for a new platform for new versions. The question is, do we want to post it here? No response or NO, is a NO answer of course. Thanks for your consideration. ///BLUEMAN///

     

    Well, it's just a hack of the Ms PacMan code , so I don't really have an objection. (Sorry to take so long to get back to this thread, real life and paying gigs got in the way.)


  12. I hope you don't mind,

     

    Mind? This game's YOUR baby, and my suggestions are only that. :) You're doing amazing work with great care and quality, so I'm hardly going to complain - so long as you don't mind our making suggestions in the first place. :)


  13. Very good update... some pretty-much final thoughts.

     

    1) "Game Over" and "Level Cleared" tunes. Again, nothing major, just something to highlight the events audibly.

    2) Visual interpretation of men level and level cleared. The former should just show a jeep xX graphic or something. The latter as little flags ala Galaga?

     

    Really, that's about it - short of adding new vehicles. Game's pretty near 'polish level' as it is, though. Very well done!


  14. I'm going to be in the unpopular minority here, probably, but I wouldn't make Tempest require the XM, since there's little to really require it. ("Super Tempest" on the other hand, a more definate maybe.) The 7800 is really about bringing the early 1980s arcade at home, so no need for overkilling it for this particular game. Get Tempest itself out the door for the 7800, and then make the XM version with all the extra goodies.

    • Like 1

  15. Well, if you WERE to implement new tank types, you could slow down the speed progression per level. Again, a suggestion, not a requirement, and only worth if it isn't a lot more trouble to code. I would hate to suggest something that would add too much time for this puppy's release. :) It just gets a little more interesting in a game to see new enemies show up rather than just the same ones getting more powerful.

     

    As for the button issue.. maybe have both 1 &2 function identically on the options menu?


  16. Well, this game is definately just about ready for prime time. I just had a few thoughts on it for completion...

     

    1) Making the jeeps bigger. I know this may change the gameplay somewhat, but they're so tiny that it's hard to see which way you're facing. This is sadly an issue with going from Vector graphics to raster graphics. 1 or 2 pixels in each direction should suffice, though.

     

    2) Game music. Just need a 'start the game' tune, and a small tune upon clearing a level. Nothing that would require an XM or anything, just something simple and brief. (Like the music from the 2600 version of Battlezone).

     

    3) A couple more enemy tank types... this would be slightly harder, but would help with the game play progression. My thoughts would be a 'MIRV launcher' tank, which fires three shots in a cone, and maybe a flak-thrower which has a 'lingering' explosion once fired. Not a priority, but something that would help round out the game as levels increase.

     

    Look forward to this one wrapping up, it's another 'very spiffy' game from the best damn 7800 programmer out there.


  17. Yeah, I would really push to get the Atari/Tengen version as your 'basline' before adding more features (and seeing where there is room). An option for the randomizer wouldn't be too hard, I don't think, but you would want the 'arcade deck' version first. I know the algorithm for the game also uses a set 'seed' based on the player's current level, which is how you get things in order. But it's been a bit since I looked that kind of randomization technique.

     

    As for sound... I think keeping it based for TIA is the way to go. Yeah, it does feel like something's 'missing' from the in-game play without the music, but I think it probably would be best saved for a POKEY detect. Maybe something for a level clear and intro tune, though.. even without it?

×
×
  • Create New...