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Ramses

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Everything posted by Ramses

  1. Nice cabinet! If I ever get a bigger place, I'd like to get this one. I never actually played it in the arcade, only emulation. Even though it's really difficult, I do like the mechanics. I just wish the timer was a little more generous. Does anyone know of any games similar to Bagman (not limiting to just arcade games)? Are there any clones?
  2. After thinking about it some more, there aren't as many games with warps as I thought there were. Star Fox is another and I vaguely remember Bonk's Adventure and/or Bonk's Revenge having something. Good point. Though it's technically not a homebrew game, there's a good chance it won't get much exposure. I'll have to keep that in mind when designing the secret stuff.
  3. What's everyone's thoughts on warp zones or perhaps I should say level warps? Since just about every game these days saves your progress and you don't need to start from the beginning every time, there really isn't a need for them anymore. I can't remember the last time I've seen one. Does anyone miss them? I do in some ways. Who can remember the feeling of finding the hidden 1-2 warp zone in the original Super Mario Bros? The warps gave options for subsequent playthroughs and they helped add a sense of mystery and discovery. That said, I'd venture to guess that they probably work best on games of a certain length (30 minutes to a few hours?). I'd be curious to hear if any long games ever incorporated them (5+ hours). I've been developing a retro arcade game for the past year and I got to thinking about the options for continuing. I'm debating if I should use warps or if I should just let the player choose to skip ahead (if they already made progress). Thoughts?
  4. Good job! Yeah for ocremix, you'd have to include a solo and change the music up a bit more in order to get it posted. It's been a few years since I've submitted anything and I'd imagine it's more stringent now. Over time, you'll probably get more views/listens on youtube especially since you have a specific niche.
  5. I've always wanted to try this one, but I can't ever seem to find it for a decent price.
  6. I'll have to go with Tecmo Super Bowl for the NES.
  7. Wow, that was a bit of a surprise. I thought they were all going to hate everything about it.
  8. Cool thanks. Actually, Millipede uses a 3" trackball, but it shouldn't make any difference. I believe all the illuminated trackballs require 12v.
  9. I picked up a Millipede cabinet (my first arcade machine!) the other day and I want to replace the trackball. Has anyone here had any experience installing an illuminated trackball? I'm wondering what would be the best and/or easiest way to supply power to it.
  10. Thanks for the links Random Terrain. I think I'm leaning toward controlled randomness as the general ideal. Makes sense. My favorite old school arcade game is Millipede and it's not the exact same game each time you play. I do like it's use of the game of life algorithm with the mushrooms.
  11. Hey guys, I wanted to ask a few questions related to old school game design. Normally I'd ask something like this on a game developer forum (actually, I'll probably do that as well), but I'm curious to hear opinions from fellow old school gamers. What are your thoughts on randomness in old school arcade style games as far as high scoring goes? If you like playing competitively for high scores, do you prefer games with the least amount of random elements? Or do you prefer random elements to keep the game more interesting each time you play? Pacman is one of the top arcade games of all time and from what I understand about the ai, there's not any true randomness to it, aside from maybe Clyde. It seems random, but once you know how the ghosts behave, it sort of reduces the game down to memorizing a path. Not saying this is necessarily a bad thing. I do find the Pacman ghost AI fascinating myself. It adds a level of strategy to the gameplay. On the other hand, you can have a game with a lot of randomness - placement of powerups, enemy behavior, etc. That will keep the player from strictly memorizing a sequence and instead making decisions on the fly. The only downside is, a player might be lucky and get a rare favorable sequence of random events that make the game a lot easier for that particular play session. I would think that would be unwanted in a game that is played for high scores. Another question is: was that ever much of an issue in old arcade games? Does it really matter much in the end? Thoughts?
  12. Tough call. Tutankham was my favorite as a kid but I'd say Millipede is may favorite as an adult. It's such a great port.
  13. Thanks for making this video! It's a shame they are never mentioned. I didn't even realise that there were this many b&w games.
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