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louisg

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Everything posted by louisg

  1. For me, I think it was a couple dozen cheapies and then I started ordering more expensive 2600 games. I really wanted to get the games I had discovered in the 00s like HERO, Frostbite or Beamrider, and those weren't cheap. It wasn't because the cheap games had been exhausted, but because I wanted to snag these particular games. I'm still missing a few $2 games I want.
  2. I loved the first series of levels in this game, but immediately after getting to the level "It Grows On You", I am horribly stuck! Does anyone out there have any tips for passing this stage (short of looking up level passwords )?
  3. Sure! I'll be able to do that in a few days I think.. pretty busy atm
  4. It's a CRT. Tried both 3 and 4, no dice. Nope, it's power cycling by itself, or appearing to.
  5. I haven't read the entire thread, but wanted to chime in: Road Rash 3do is pseudo 3d racer. Both the Genesis and 3do ones use limited "real" 3d to achieve the hills and distance calcs. The rest is faked, such as the curves. Something like Super Burnout is a similar engine, and runs at lightspeed, although that doesn't have the polygonal hills off to the side or the buildings (though buildings can be nothing more than textured vertical lines). Need for Speed I believe is true 3d, but given how the track format works, may build the road each frame from the viewpoint forward (IIRC, similar to Road Rash, the road is a collection of nodes which are angles relative to each other. If you make the road criss-cross, you won't see that in-game. There is an old unofficial track editor to play with if you're curious). NFS cannot change perspective past a few degrees-- it will zoom out into 3rd person instead of showing you the reverse angle. Hopefully this didn't repeat what was already said too much, or was too off-topic. I hope you keep developing your Road Rash proto; it's looking cool!
  6. I've got an older Odyssey 2 (the kind with the beige switchbox that it needs), and I'm having video trouble. I've attached a quick video of what it does. It looks like it switches on for a split second, turns off, repeat..? I had a buddy go over and check the power supply, check the traces on the board, and still no difference. We also tried tapping the RF directly off the internal RF convertor, bypassing the proprietary cable that comes off the back. I'm hoping this is a problem someone else has encountered.
  7. Hi, I just reviewed Ace of Aces on my YouTube channel. Check it out
  8. Yep! That's the one. I haven't updated it for a little.
  9. Good info! I was watching a friend play this game this last weekend, and trying to figure out the ball bounce mechanic. I might just video cap it to be sure, but what might make sense is that when the ball hits a brick, it cannot register another collision until it hits blank space. This would explain it going through bricks on its way back down but also being able to oscillate between sets of bricks if they are separated by space. It would also mean they wouldn't have to do logic to reposition the ball at the edge of the brick after a hit. I keep thinking what the simplest possible physics model is for Breakout; what'd require the very least amount of logic.
  10. I'd love to, but I don't feel like I have the time/energy. This code's been sitting around for a few years already :/ I had a part planned out too that was a street parallax view, using sprites + missiles for lamp posts to trick the viewer. But hey, if anyone wants to take these fx and make a full blown demo out of it, please do! Just give some minor credit to me (I go by Extent of the Jam now in the chiptune scene) for the existing code, that's all I ask
  11. Yeah, I think there's a branch in there somewhere that causes a wobble in the 3d part.
  12. Hi, I haven't done much with this source code I wrote years back, so I thought I'd open it up to you talented folks. It's a combo of dasm code, and some C code to process graphics files and generate tables. Let me know if you do anything cool with it. For those who are not programmers, there's a demo.bin file you can throw into Stella. I think it works on real hardware too-- for a while there was a screen roll bug and I think that's been dealt with since. NTSC only for now. demoeffect.zip
  13. I was wondering if someone has already done a commented disassembly of Breakout. There are still some mysteries to me, for example how the paddle reflects the ball. I found this in the manual: "The paddle is divided into five sections. Note that the ball bounces off each section at progressively smaller angles after the third, seventh, and eleventh hit. After the twelfth hit, the angle returns to its original size." This makes it sound like it's tracking the number of times the ball has hit one of the paddle sections, and depending on how many hits that section has taken, it'll reflect at a different angle... Anyway, if nobody's disassembled and commented Breakout I may be up to the task!
  14. There's one more thing I'm not as sure about physics-wise in this game. I wonder if anyone here knows. In an Implantgames video on YouTube, he said something to the effect of the amount that you slide through the turn is the same regardless of speed (?). Does that mean the turns handle like OutRun or...? I haven't noticed it being that different from other back-view racers in the way the turns handle yet. Hah yeah!
  15. Ok I've been practicing and recorded a video of me getting 2nd with the drones at default. Check it out Yeah I swear there are some serious balance issues with this game! Oh well, it manages to be a *lot* of fun anyway.
  16. I've been using Wheels of Terror and my best is now 38.58 for a lap on the america track (averaging 39 to 40 sec or so). Once I learned to blast through the chicane at full speed I shaved about a second off. Though, I still can't manage to get past 5th or so on defaults. I'm wondering if the game is balanced in a way that it's impossible to get first on that with a stock bike on normal drone difficulty..?
  17. Hi, I recently got Super Burnout and was wondering a few things about the strategies needed to win at it. First, for some reason I cannot get better than 6th or so in the america track, no matter which bike I choose (not counting cheats). I haven't found any of the other courses to be as challenging, with the drones seeming much weaker on the others. What's the secret here? Did they really start off the championship with the hardest course or am I missing something? Second, does taking the inside of a turn actually shorten the distance through the curve that you have to traverse (like in real life), or are you just less likely to slide off? The manual hints that taking the inside might actually shorten the curve, which would be a first for a pseudo-3d back view game like this (afaik) I found a good guide here.. any good strategies I should know that aren't mentioned there? http://www.gamefaqs.com/jaguar/586905-super-burnout/faqs/55195 (and, full disclosure, I'm only scoring a D in the championship so far haha. Guess I have a long way to go) Thanks all
  18. Are Mario Bros and Robotron still available?
  19. Yeah, I just kinda glanced at it myself. I don't wanna know *all* the ins and outs yet! Though I'd love to see a recording of that legendary playthrough.
  20. I actually had good luck just sitting there and twisting them I think I was able to work some dust out that way. Your mileage may vary of course...
  21. I'm gonna bump this topic, first, because it is awesome. Second, I just put a review on YouTube of Seaquest! I hope Ben doesn't mind, but I used his spreadsheet as an example of how to score in the game and how much depth it has to it.
  22. I still need Frostbite, Pressure Cooker and Fishing Derby. All great games that are somehow missing from my collection!
  23. I've been doing Blue Lightning and RoadBlasters That's a good one! I got to the final boss, but got sent back. Hmmm, I *think* that was on the Lynx version.
  24. I wasn't totally sure where to post this, but I've been on a Lynx kick lately and figured I'd post some reviews! Here's my latest, the review of Blue Lightning:
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