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Posts posted by StanJr
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Keep it coming! Excited to play the next version
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Albert has always delivered the goods. He's a one man operation doing this in his spare time with absurdly high standards for excellence. Plus, the new crop of games is no doubt giving him plenty of orders to fill.
You will get your games. AA will not let you down.
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Here you go. Everything you need to know to save $8.25 and the 15 minutes it would take to read all 3 Swordquest comics so far. Painful.
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I'm about to write a full review of the series so far and particularly issue #2. This might be the worst comic book I have ever read. One word: Rulero.
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Liking the improvements a great deal. The counter is a great addition. When I get stuck with Slow or something it's nice to know it will end. Much happier with the frequency of the power-ups. But I wouldn't be too hasty in deploying the smart bomb. Having to wait for it to deploy in the hopes that it will become a power-up means more time dodging enemy fire.
Also the game now seems more difficult. I was getting to Wave 5 with regularity and now I'm lucky to clear Wave 3. Not unhappy about that at all.
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Ok, so I spent about 2 hours playing this last night (the original version) and I am going to say that I think the power-ups need to appear more often for the following reasons:
1. During one game from Wave 1 to Wave 3 I saw a total of 2 power-ups. That might have just been bad luck, but it seems to be consistent across most of my games that power-ups are sparse on about this frequency. (and this was allowing every group to deploy the smart bomb)
2. With so few power-up appearances I find that when I get a power-up I like (2 ships, fast shots, etc.) I can just camp out with it, destroy groups as quickly as possible and greatly reduce the appearance of any future power-ups, thus preserving the good power-up I already have. If power-ups dropped more frequently, it would force me to decide if I like the new power-up better, OR it would make me try to dodge the new power-up I don't want potentially setting me up to get blasted by the next incoming group. In higher waves this would amp the challenge level significantly.
3. Getting power-ups is a fun part of the game play (I'm thinking Arkanoid here) and having them more prevalent, for me, only makes the game more fun. Can I get the power-up I really like? Can I keep it? How far can I go on one power-up? How far can I go when I get a crappy one? All of these game play elements only come up if power-ups show up on the regular.
But that's just me, I'm deep in the pro-power-up camp. I'm sure others have difference perspectives on this issue.
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This is stupid amounts of fun. With a game this straightforward do you have room for some whistles and bells and other fancy bits? Pele had fireworks after all...
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I think you are exactly right, I was taking out the groups too quickly. I tried playing the original bin again with this knowledge and did see an increase in power-ups, although I still had one game where Wave 1 only netted me 2 total power-ups despite having every group deploy the smart bomb, maybe just bad luck and I'm ok with that.
I tried the second bin, but think I prefer the first one with a better understanding of the game play. Seems like the difficulty was through the roof on the second bin. Greatly enjoying the game.
Very much looking forward to the add-ins you spoke of. Would really round out the solid core of the game play. Keep it coming!
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So the game ends at 100 pts (101, I got), but the score counter has 6 digits?
Will there be more? Shooting bikers and dodging logs makes for an interesting start to the game, and when the speed goes nuts at 50pts. things really get interesting, but it only took me about 3 tries to get 100 pts.
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I like this game muchly. Off to a very good start. I really like the variety of bad guys. The helicopter guys in wave 4 (?) are they meant to be super tough to take down or is there a trick that I'm doing and not realizing it? I thought it was that you had to hit them when the propeller was turning?
Power-ups could come a little more often. I made it to Wave 5 in my last game and saw 2 total, the first one not until deep into Wave 2. Would be more fun with more access to power-ups.
The smart bomb has never posed a threat to me yet. Might find a way to make it more threatening.
Having a lot of fun with Space Game!
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I'll add a lot of flashing colors to the next update as a stand in until I do a real game over sequence.
That's the only thing this game is missing. I couldn't put my finger on it, but now that you've said it, that is EXACTLY what it needs.
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LOVE Jungle Hunt, but wow after the 5th round, the physics are brutal and unforgiving on the vine level, then the speed on the rest of the game is just evil.
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Fire Fighter is a good premise, but the execution falls flat on it's face. I think you could make a much better fire fighting game in the vein of Activision classics like Spider Fighter or Oink! where you must constantly battle the flames while rescuing innocents.
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I promise you, no one who purchased Hunchy II under any circumstance will be looking for an apology. The game is great! Whatever deficiencies you see in the game are due to your unique perspective on the game, I see absolutely nothing wrong with it.
Thank you for keeping it available!
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My son loves Slot Racers, but it's a tedious chore for me to play it with him. Maybe this will help. Is this finished and are you releasing it on cart or at least allowing Al to put it on a cart for purchase?
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It's got 9 reviews in the AA store and a perfect 5 star rating. Absolutely no sign that it's being outflashed by the new generation of homebrews.
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No freaking way. Hunchy II is one of my favorite homebrews in my collection and I am never shy about recommending it to anyone who asks what homebrews they should look at getting. I am about to order the multi-cart that has Hunchy on it because I missed it and I love Hunchy II so much I feel that my collection is incomplete without the original.
I don't care how many Draconians or Scrambles come out, Hunchy II is a homebrew classic and if Albert ever ran some kind of "Greatest Hits" line of games, Hunchy II would HAVE to be on that list. I have just as much fun playing Hunchy II as I do anything that has come out since.
No way. I think this is a huge mistake.
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Very excited about all of them. Hard to pick between Gizzle Wap, Assembloids, Scramble or Anguna. Will eventually have all of them, no doubt. This is the strongest homebrew release group I've seen in a while.
Well done to all of the homebrewers out there absolutely crushing it.

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Ok, so I bought it. I wanted to pass on it, but I thumbed through it and based on what whisperingloon said, I thought the least I could do is give it a try.
This comic is 100% better than the mess that is Swordquest. Unlike SQ, in this comic things actually happen! The main character does things. Instead of just moping about like a loser, he goes hunting for the giant space centipede that destroyed his world. There is actual action. In fact, except for a pretty unnecessary four page info dump in the middle, this comic is ALL action. The main character is still kind of cut from the "rejected loser" cloth, which tells me that comic book writers writing about video games think that their audience follows a certain basement dwelling mouth-breathing stereotype and that they want to read about characters that resemble that stereotype for some reason. But at least this character gets busy interacting with the world.
I'm in for Centipede. The first issue was solid. Not amazing, but for a comic loosely based on a video game, this is the best I've read in a while (looking at you terrible Dragon's Lair, Street Fighter, Double Dragon and other comics from days of yore...)
If you're not sure about video game comics, I think this is a good way to test how interested you really are.
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Thanks for the review. I'm probably going to pass on this one after being so unmoved by the Swordquest comic, so it's nice to hear what's going on. Keep us in the loop as to how it progresses!
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.. I like that it's a Red Label Cart and I have it with Box and Manual?
It does have nice Box Art!
There's a red label version? Mine is silver
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I really don't know. I agree that the jumps are unforgiving (wait until the tanks show up...), but they've always been doable for me. The moon physics do take some getting used to and practice, but I don't find them as game breaking as you do.
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I still enjoy playing Golf. It's not terrible, certainly not the embarrassment that is Miniature Golf. Sure, it lacks the features of later golf games, but the essence of golf is there and for the most part you can play without incident. I strongly recommend turning off the hard OB lines, though.
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Ok, so I'll be the odd man out that admits I miss being able to duck the enemy shots. Otherwise the new control scheme works just fine. Takes some finesse to collect trash at the top of the screen, but as soon as you learn that it's walking straight up or down that triggers the cans/bags, it's not so bad.
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Space Game
in batari Basic
Posted
I'm pretty much going to avoid the negative power-ups, no matter what. I've experienced all of them and they aren't worth any incentive.