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Everything posted by CapitanClassic
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From the album: Atari 2600 High Score Club
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From the album: Atari 2600 High Score Club
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From the album: Atari 2600 High Score Club
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From the album: Atari 2600 High Score Club
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From the album: Atari 2600 High Score Club
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Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
It isn't that I didn't see you as a contender, but I instead want the best rivalry possible. -
From the album: Atari 2600 High Score Club
Map for Skate Boardin' -
Season 3/ Weeks 7/8 ~ The NEW HSC ~ Radical Wheels Weeks
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
No, "radical" wheels. This is going to be some sort of BMX or skate boarding game. Skate Boarding BMX Airmaster Speaking of which, if it is, this might come in handy. -
Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
I actually like the last half of your path better than mine. I do believe that the path from 3-4 Green (south) is more dangerous than the other path, since going north keeps you at the right height to shoot debris. Going the northern route through the tunnel means you are always able to shoot constanttly, so switching from up-right to up-left to get around the bends isn't dangerous IMHO. -
Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
dark-aleph, yes I have encountered that graphical bug. I didn't test it well enough to know for certain whether the Disruptors actually extended the entire vertical length or if they just blocked your view. (For me it seemed that they only were a graphical glitch. As with NIKON, it occured at a much lower score. -
Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
I have been trying out some alternatives for recording my Atari 2600 game play. I decided to give PCAE a try, because I was having issues with MESS. Unfortunately, PCAE doesn't record audio. I figured I would start recording my High Score Club attempts, and Flash Gordon was pretty easy to roll, so I thought it would be a less frustrating game to test recording. I unluckily ran into a bug at 600k and broke the game. I froze both Disruptors at the top of the upper left tunnel. When they unfroze, one went up (through the tunnel) and the other went down. Then they both disappeared, probably due to some sort of logical error in the program. I couldn't use this recording as evidence of my high score, but at least you can get a laugh out of it. Handbrake was giving me issues converting from *.AVI to *.mp4. I think that this is partially due to how the emulator is generating a fake interlaced signal but computer monitors actually output progressive video. This also probably explains why only one Disruptor is displayed on the city map (if you don't believe that, check out 18:13 where debris spawns from a non-existent Disruptor). Anyway, I popped the video in Microsoft Movie Maker, dropped some Queen for the audio track. The bug starts at about minute 40:00 and the Disruptor disappears at 40:20. -
Best of the Worst - games that need your vote!
CapitanClassic replied to dark-aleph's topic in Atari 2600
There isn't anything to really save. Just because it isn't in anyone's top 10, and isn't listed as one of the worst games, doesn't mean it is bad. It just means that isn't that great. I don't think I ever posted to the top games thread, so I might just do that (will likely be adding Steeplechase). -
Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
I wasn't actually timing myself, but doing doing some quick calculations, it should take between 64 minutes and 75 minutes. -
From the album: Atari 2600 High Score Club
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Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
To Karokoenng, and JacobZu7Zu7 and others attempting a roll. I forgot to mention that you cannot advance the city if debris is on the screen. What you need to do at hatching location 12 is continue upward and right. When you go through the upper tunnel , stop. The debris will eventually float off screen (usually), no new patrol ships/debris/spacemen will appear (as long as a disruptor isn't on top of you), and the lower left and right tunnels are safe zones (the crosses cannot go there) which you can also use to "pause" the game This isn't a perfect pause though. I believe that I was able to trap a debris on screen so it wouldn't float off. I eventually had to move up/down a little (You are usually safe to move 1-2 lines without overlapping a Disruptor). I am not certain that it wouldn't have floated off on its own and "unpaused" the game). I also see that next week is a play 2 of your suggestions. Have these games already been determined, or do we need to vote in a different thread? (for paddle week, I would like Steeplechase) -
Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
Flash Gordon - Rollage I revised the best path. The reason is that you cannot shot debris while moving down towards the bottom of the screen (your shot will be slightly lower than the debris). Doing this will cost you lots of lives. Instead, this path allows you to move up safely while not protected by a shield (shooting constantly to hit patrol ships, debris, or disruptor generators). All you need to do is line yourself up with the next hatching location, and all debris/ships/etc. disappears from the screen. Using this pattern, you should be able to liberate a city and get an extra life on your way to rollage. (I got sloppy during 900k, but at 800k had 9+ lives) -
From the album: Atari 2600 High Score Club
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From the album: Atari 2600 High Score Club
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From the album: Atari 2600 High Score Club
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From the album: Atari 2600 High Score Club
I think I can roll this with enough practice. -
Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
I am going to post a pic later today, but suffice to say, these 300k scores aren't going to cut it for the top slot. Just some fun calculations for those attempting to roll. 516,370 There are 12 hatching zones per city, 5-6 spider warriors worth 1,500 - 2,100 for shooting all (worth 300-350 each on average). Each city earns between 18,000 - 25,200 if you shoot between 5-6 spider warriors This means you need to liberate between 40-55 cities to roll the score. -
Season 3 / Week 5 ~ The NEW HSC ~ Rock Week
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
That is +2 points. Vitally important with us scoring so close on the overall standings. I don't remember ever emulating paddle games on Stella, so I might be horrible with a mouse. You guys are pretty close to overtaking me. -
Season 3 / Week 5 ~ The NEW HSC ~ Rock Week
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
S.BAZ needs to move up a couple spots, and I think I only get (+2) bonus because he and NorthCoastGamer moved me down a couple of spots. -
Season 3 / Week 6 ~ the NEW HSC ~ Flash Gordon
CapitanClassic replied to Vocelli's topic in 2600 High Score Club
A slight improvement (but enough to take 2nd place). I think the top slot is going to move a lot this week. Flash Gordon - 322,855 -
From the album: Atari 2600 High Score Club
