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Everything posted by SpiceWare
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32 - 36
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Thanks! I have talked with Nathan about ideas for SF2, but I do have a few things on my plate like SAVI before it could happen.
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most things on web pages can be retrieved for local access
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Actually there's only 8 colors! I did up a page on NTSC vs PAL vs SECAM that you may find interesting.
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homage to the arcade version.
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They're not a lot blocky, just a little due to be updated every other scan line. Compare them to Stay Frosty and you'll see what I mean. And I hear you on lack of time as I don't know when I'll get around to the next review. Wouldn't surprise me if the next review is another HSC game as it kills 2 birds with 1 stone
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I know - Fred Willard's character looked so real
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Medieval Mayhem speed, any difference?
SpiceWare replied to ComputerSpaceFan's topic in Homebrew Discussion
Thanks, I appreciate it! Reviews in the store are also nice The Speed setting in Medieval Mayhem controls 2 things - the Maximum Speed for the Fireballs and the AI players. There are 7 speeds for the fireballs and they start out at speed 1. If they hit a shield the speed increases by 1(unless it's already at Max Speed), and if they hit a castle they decrease by 1(unless it's already at 1 as a speed of 0 means it's not moving). The Maximum Fireball Speed per setting is: Kids = 4 Slow = 5 Fast = 6 Medieval = 7 Since the fireballs always start out at speed one you won't notice any difference between kids and fast unless the fireballs have successfully ricochetted off 5 shields w/out have hit any castle walls between shield collisions. Bouncing off the edge of the screen is OK between shield collisions as it does not impact the speed. For the AI players the Max Speed is a bit more complex. It's based on the game speed, the number of fireballs in play, and which AI player (player 1 is the slowest of the AI players, player 4 is the fastest). -
If you view the source on Play Stay Frosty Online you can see how to set up interactive console switches(the arrows) that reflect the current state of each switch. It's a bit fancier on my Atari VCS Homebrews Online where I have it set it up with an image of the VCS, as drawn by Nathan Strum. While it looks fine under Firefox and Safari, the TV image on my page breaks up a bit when using Internet Explorer. I think I'll have to carve out a slightly taller space out of the image for JStella to use when I next update those pages.
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iThink i'llPass on the iPhone
SpiceWare commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
Yeah, GPS would be nice, though I'm holding off for a model with more storage - especially since they're now subsidized and you'd pay a penalty if you wanted to upgrade to a new model before your 2 year contract is over. The $35 refers to just unlimited 3G Data & SMS. When I set up my iPhone the pricing was broke out: $39.99 for the 450 minutes $20.00 for the Data plan(unlimited EDGE plus SMS). -
Yep, this review is out of order due to it having been the game for HSC Season 5 Week 42. If you're not currently taking part of the 2600 High Score Club then I highly recommend you check it out as you'll get exposed to a lot of really cool games! You can join in mid-season w/out any problems - there's no cost to join, just post a score in the current HSC topic. HSC Season 6 will also be starting up in the near future. Oystron, by Piero Cavina 5/5 Space Oysters, Pearls and Bombs?!?! Oystron is definitely a weird game that would have fit in perfectly back in the day. The game consists of three waves. The waves all look the same, but different things occur in them. Once done with the third wave you'll go back to the first, but at a higher difficulty. In the first wave you shoot down the enemies and Space Oysters as they appear on the right. Each enemy has a different way of moving, making for some nice variety, and on top of that as you progress to higher levels the enemies can take on new abilities that will catch you off guard. When destroyed, the enemies will usually release a pearl which you need to collect and drop off in the Collection Zone on the left side of the screen. You'll be rewarded with a bomb(up to 6) for each filled row of pearls. Some of the enemies will try to destroy and/or steal your pearls, thus making the completion of rows more challenging than it first appears. In the second wave the Oystron appears, and the only thing that can destroy it are the bombs you acquired in the first wave. The bombs are more like land mines in that instead of shooting them at the Oystron you are attempting to place them in the Oystron's erratic path. The third wave takes place while warping back to the first wave. This wave plays like the first but is more difficult because it's faster and the colors of the screen flash so much that it's distracting. It's tempting to stay put in a a single row to minimize risk of death, but the points are worth more so it's to your advantage to keep moving. The graphics are a little blockier than current homebrews, more on par with the initial Atari games(which makes sense as this is one of the earlier homebrew games). While they're certainly more than adequate, a little more detail in your ship would have been nice. The sound effects are great, and I really liked the background sounds which made me feel like I was playing in an arcade! Label art was also done by Piero Carvina, and just like the game it also would have fit in perfectly back in the day. I'm really surprised this game is not in the top 10 sales, it deserves to be. Note: If you suffer epilepsy then this game is not for you because of the flashing in the third wave. Next up, Crazy Balloon.
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iThink i'llPass on the iPhone
SpiceWare commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
Maybe get an older model? Current iPhones Keep Cheaper Plan on Reactivation -
Houston switched to 10 digit dialing did back in 99.
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18,200
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13,410
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The CBS Booster Grip uses the analog inputs to add 2 extra fire buttons. The reading of the extra buttons is simpler than reading a paddle as you only have to check it once per frame instead of many times. This allows each player to have a digital joystick with 3 fire buttons, plus time for more complex kernels. I've found this page on converting an NES game pad to be Booster Grip compatible, suspect the same could be done with a Genesis 3-button game pad.
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I suspect Rally S would work well on it
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Impressive! Is that flicker free?
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Sweet! I love the output from my CyberTech Is soldering going to still be required on the new model?
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Heard of these nifty little things called manuals? Superman and Maze Craze
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6,730
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Everytime I see "Games without a score" I sing it like Billy Idol
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Looks like the trident piece locations match mine.
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I think this is right, I'll double check it later. The colors listed below the volcanos may be different depending on how your Atari and TV are adjusted. # = trident piece for level # V = Volcano, color below S = Start Point M = Mermaid(how far down depends on level #) -- -- -- -- -- -- - - -7 -- -- 6- -- 6- - - -- -- -5 -- -- -- - - -- 7- -- 4- -- -- - 4 -- 6- -- -- 7- 54 3 3 -- -- -- -- -3 -2 - 2 -- -- -- -- -- -- 1 1 V--V--V--V--V--V--V-S-V l b b y g p 1 i r l e r u 2 g o u l e r - h w e l e p - t n o n l 5 w e - g - r - e M e n
