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JagChris

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Everything posted by JagChris

  1. I have a couple disagreements with this review 1. In the old one you could check stat differences by leaving the stat sheet open while switching weapons. 2. A.I., I always interpreted them running off during a fight meant they got scared. And they won't attack again unless you resume attacking them. Draw distance isn't the same. It's a little better in the new one. Not a huge amount but a little better.
  2. If Digital Eclipse had the rights to Karateka, does that mean Atari has those rights? Maybe they/someone will fix this and sell a new batch to promote the 2600+
  3. 1. The money. -In the 80s they weren't doing so bad in my understanding. 2. No clue how to manage and Market; you're dead on there. Even with games like Castlevania, Mario World out and it was clear what style of games were the future, they nearly completely ignored it. Smart people being ignorant. 3. No install base- better games would have have helped with that. Motivated devs would have helped with better games. They had developers. Otherwise the retail library would have been zero. An offer to do the usual contract for the work then for 6 months or a year the devs get the full or half proceeds minus publishing.They would have to take a hit for survival. Also grab some of the 8bit titles., authors. Winston Douglas Wood. Pay Epyx to revive the Apshai series. Grab the author of that 8bit adventure game that supposedly inspired Diablo... 1942. They needed to update that. They need to update that now for the VCS. This is all hindsight fantasy football of course but it's what I'd try if I had the Infinity Gauntlet.
  4. Atari was so damn cheap and the 7800 appeared to be such an afterthought to them. There's a part in Howard Scott Warshaws book about the difference between intelligence and ignorance. Made me think of the Tramiel era of Atari.
  5. I always thought Atari should have gave developers all or partial profits, except publishing for a set period of time, say a year after a games release. That would help motivate developers if they had some skin in the game.
  6. I need to try the channel switch in mine. See if that does anything.
  7. Does it have the same problem of being too easy or something else?
  8. Yeah what these guys said though I'd recommend the old style switch box with RF dampening. Not the auto switch box. The 7800 doesn't like those. I'm lucky and don't have latency.
  9. Every port of a game is different. This goes without saying. This is just a thought exercise. If you don't like RR then you can imagine this being a thought exercise of how well these things would apply to a pole position. Yeah lot of things have already been done on the 8-bit. Pac man. Frenzy. Popeye. PETSCII Robots. etc. Someone should have stopped them!
  10. Makes me think k of that movie The Replacements where all the pro football players and Cheerleaders went on strike so they had to hire strippers to act like cheerleaders. And things went sideways. Yeah Al we tried to hire cheerleaders for you but they're all on strike. So we hired strippers to act like cheerleaders. Good luck...
  11. Uh huh. We'd get boards put in backwards and upside down then. Would take him even longer.
  12. Simulated Computer is good for a very basic intro to 6502 asm. It's very basic with only 14 instructions but it's very cool how it shows you the processor steps, program counter, fetch etc with simple exercises.
  13. I was showing my friend The Goonies game for our computer. They love Goonies and they love that silhouette of the Goonies on the title screen. Having lived in Oregon all their life and even went and saw some of the movie being filmed back in the day they cannot remember ever seeing that silhouette used on a poster etc. I became a little obsessed and when I did some digging I could not find the silhouette on any posters or trailers for the movie of that time. I can Google Goonies silhouette and you can find shirts with that on there etc but no promotional material that's official for the movie. At least I couldn't. Were the games the first use of that iconic silhouette? They couldn't have been but I can find no earlier use of that image.
  14. So it is. My bad. I thought it was a commercial release back in the day
  15. The sprite sheet was cool @Defender_2600 but that doesn't tell us how fast it can do those things. Or if someone were to reverse engineer road rash and port it for fun how well it would translate over. How well do you think it would translate? What are your thoughts?
  16. Can you elaborate on how looking at end results of comparable systems isn't useful and leads to sterile discussions?
  17. This takes a meg memory upgrade and POP requires 128k on Atari machines. Both this and POP run on stock C64s. What's the reason for the memory discreoancy?
  18. Not on a technical.level, a visual level. We are looking at results like what players would have seen back in the 80s-90s. They don't care what's going on under the hood. Extrapolating road rash we are trying to see how motor psychos speed might combine with Ball blazers rolling grid and Space Harriers sprites. End result clues are all we have.
  19. Thanks for pointing that demo out. Never seen it. However we're kinda looking pseudo 3D scaling examples.
  20. Great demo rev! Keep.pushing! Reminds me of some remark made in one of the Rikki and Vikki threads where someone said the backgrounds were black by necessity. Absolute statements really bother me.
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