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Everything posted by mika

  1. well, one thing we know is that it won't happen on 8-bit Atari
  2. I spent more time playing 2600 games, and what I have noticed that as often as there are some amazing technical advancements in homebrew programming community, the fluffiness of controls is quite often missing. i don't know if that's also the case in 8-bit homebrew scene. the good examples would be 2600 ports of Mappy and Aardvark. Panky the Panda would be the opposite for me. As cool as the game was, the way character controls is... rough (hey, 'rough' is an antonym of 'fluffy'!) the C64 port of super mario is perfect in terms of controls fluffiness - I have spent looooots of time with NES original, so except from obvious issue of no joystick second button the plumber behaves the same - there is the same joy of controlling him on the screen, the port is very succesful in replicating this. that's my interpretation of what fluffy means. definitely not the word I would use, but pretty clear (I think? unless I got it wrong haha)
  3. yes, I can confirm that there is quite a lot of flicker in NES, as I've played it yesterday. It also limits number of screen enemies (it may be max.4 at a time, or something like that) it's actually quite a handy "feature", cause you can utilise this to your advantage in later levels when you are chased by Bullet Bills - just don't lose them while they are following you, and tougher enemies will not appear in front of you.
  4. ok, I cannot delete my topic, or change its name. sorry, maybe got too excited - only because I love original SMB, and i really think it's cool that c64 version was created. just thought it's quite big news (judging from the reactions on the web), that somehow borders on relevance also on this forum. but I also now understood from emkay's post, that this kind of port would not be viable for 8bit Atari. I didn't fully realised this real sprite difference, so thanks for explaing this. and for all those irritated above - sorry. i didn't have intentions to annoy anyone, but now see how I did. edit: also, please note that the topic name was meant to be ironic.
  5. well, not just 'another' - historically it's the most important of them all. landmark, really - in videogaming. that's why it doesn't bring a shame to any platform to be able to run it's port, even if technically illegal.
  6. sorry, not meant to upset anyone and the last thing I would want to do is try to push folks to get over to c64! honest jealousy and wish that someone ported SMB to 8-bit Atari instead of them doing it on commodore.
  7. just as I was green with envy 30-something years ago, i'm green with envy now.
  8. mika


    bummer :/ well, at least I can put the cartridge on the shelf, as the artwork looks really good.
  9. ok, so I sat to it tonight again, and in case you were wondering what happens when you get to 1 million points in the demo version here is the video: https://youtu.be/l2yVGxvHDOc
  10. mika


    sorry if it's a stupid question, but will Mappy cartridge bought in Atari Age store work on Retron 77? if not, what are other options to play it if I don't have original A2600. Any Flashback console with a cart slot?
  11. Submit unverified high score in Dragster
  12. so I had a chance to play the demo rolling 5 level version thanks to the tournament hosted in A2600 section and as a casual gamer all I can say is this is actually one of the best games I ever played for VCS. well done guys, super impressed, and already a strong contender for a number of atari 2019 awards. i know it wont be a popular opinion on this forum, but I am not a fan of most of games for the system - unforgiving game mechanics, unattractive visuals is what usually puts me off, and that includes the homebrew games too. Its not a complaint per se, I just understand that most of these games are for experienced arcade gamers, and for someone like me the nintendos of this world were made. However - saying all that - Aardvark stands out. Visually attractive, with slow learning curve it is perfect for a casual gamer - something that the console library is missing. ok, you may argue that this means the game is too easy (and I realise we are talking about demo version, with the programmers stating above in this very topic, that final release would present tougher challenge in the later levels) - but I hope that the first five levels stay as they are now. for those 5 levels the tactic is relatively easy - all you need to do is train your ants. in practice for me this meant: -clear two top rows, come back up. -clear top four, come back up -clear five-six, come back up -start clearing bottom rows, kill one of the queens, stay low -finish off bottom rows, kill second queen in the meantime for bigger bonus. no idea if I was clear describing my tactic, but what it means is that you order your ants to come out in order, so you kind of prepare the ants to come out one by one, row by row. It worked for all five levels, just assuming that full version will be bit harder to beat. btw. working this tactic means that spider is absolutely no threat to you, so I never worried about the night time - I am just too low by the time he comes out, so he never has a chance to get to me. I dont even know why I wrote all of this, haha - just probably my way of saying its a brilliant game and I love it - dont remember last time I was so fixated on the game tactic that much. Brilliant work guys, honestly. Just one more thing - if you plan to increase the difficulty please dont fall into easy trap of making the controls harder. I actually sometimes thought that tonguing down the next hole could be maybe even slightly more responsive, because there was couple or a few times that I got stuck during todays session. nothing serious, so it may stay as it is, but if you plan to increase the challenge in the future dont do so at the expense of almost perfect controls.
  13. damn, I hit esc in stella accidentally edit: btw guys, what a game! good choice for the tournament
  14. you will be able to exchange data between them with Gameband.
  15. I feel sorry in advance for all those that will support this non-wearable speakerhat.
  16. I would just take a step back from Haunted Adventure, play something, I don't know - relaxing - and come back to it with a fresh mind in some time.
  17. very interesting. That SMB example - my jaw dropped, thanks Zack for pointing to that video (interesting channel, subscribed!). No wonder it had so many views. bjbest, great input. By reading it I realized that location is in a way collision with something predetermined in a way, isn't it? It may not actually involve player vs player collision, but eg. playfield or just coordinates. If we look at finish line it may be coordinate x, or a playfield block. Can even be player! I will try to find some excerpts from the book you recommend. I am looking at my favourite game, Pitfall - I realized that Crane is using all types of collisions with all types of different outcomes, and when talking about the location - if we exit screen from top it uses different reward than when we exit screen from underground! So he is potentially using coordinates x and y to determine where to jump in his polynomial (or whatever was it's name, writing from memory) counter. I say potentially, because I have no idea what he is actually using to determine scene change, but something like that would make sense - so if we go left out of the screen: for x<0 and y>=(ground level) = scene-1 ; y<(groundlevel) = scene-3. [every time we pass underground screen in Pitfall! it skips 3 scenes instead of 1, so you can actually get quicker to your target]
  18. I really would like you to find it. And no, seriously - not trying to be offensive or anything like that - the level of your dedication to the task is fascinating (unfortunately sometimes a subject of ridicule here, too, but then you have to accept it, as most people, including me, just simply wouldn't bother). I really think that you will only find closure if you were the person to find that ultimate easter egg. I cannot help, as I wouldn't even play this type of game - not my style at all. I even tried to search for that walkthrough for you, but didn't succeed unfortunately. I suppose quite a lot of people here will also be very relieved, if you find it!
  19. Thanks! I started reading and find it very helpful, but yes - not exactly what I'm looking for! I am adding to bookmarks anyway. David Crane's interviews and presentations are/were an equivalent of these for the Atari era (his post memoriams for Activision titles especially), but I hope someone covered videogame theory deeper.
  20. that's exactly why it is called 'Ataribox'. What is being created is a box - with 'Atari' on it.
  21. and what stops you from starting indiegogo campaign? You can't be any less credible that the ataribox guy ;D
  22. do you remember the name? link? is it still there?
  23. Ok, long shot maybe, but hopefully someone will be able to point me in the right direction. I am looking for - ideally - comprehensive (but some basics will do, too) sources on 'player' or 'sprite' interaction, and ways of implementing in videogames. I will try to briefly explain below, as I myself doubt if I was clear. Trying to design a game I am looking at the gameplay on Atari 2600. Leaving missiles, ball and playfield for a moment, we end up with what basically is 'player0' and 'player1'. Now trying to design challenging gameplay one must notice that there are two basic states of relation between them: 1: collision 2: non-collision. Now trying to break this down further 1: collision a - collision from the top b - collision from the side (now if you think this split is unnecessary, just picture Mario and Goomba in SMB - if Mario collides with goomba from the top - he kills it; if he collides from the side - he is killed instead!) c - full collision (i don't know how else to describe it, 'overlapping' of sprites, possible Keystone Kapers and using lift, however its' probably not done via sprites - you need to be "within" other object to trigger it, not simply touch it) d - partial collision (hmm, Pitfall! maybe and Harry jumping on alligator with an open jaw - if he lands on the head it's fine, but he dies when he lands on his mouth) 2: non-collision at first it looks simple, no collision means no collision, but I can think of: a - proximity - so technically there is no collision between players, but for example a preset offset of pixels can trigger certain action. I'm not exactly sure, but doesn't Pacman have something like that? When ghost is 'close' enough he 'feels' the presence of pacman and starts chasing him (I don't know if it actually works like that, but let's say it's possible non-collision situation b - 'sighting' - hope you get an idea, not sure what example can I use (wasn't it used in Halo 2600?) - players0 and 1 have no collision present, but one is exposed to others line of sight, is spotted in other words, which determines further action by spotter All the above obviously only make better sense in actual gameplay when results of interactions are rewarded. Rewards can be both positive or negative (or both?!) eg. 1a in Super Mario will give you 100 points, 1d in Pitfall can take your life etc. So the very basic of player0 interacting with player1 is above, but I'm pretty sure someone has produced a detailed analysis of the mechanisms and techniques. Which leads me to the question again: do you know of any reference source that contain detailed analysis of all the types of gameplay affecting interactions? Any books, online articles, essays? (Ideally online!) Actually now after reading it, I just want to clarify that I am interested in all interactions, including missiles, ball - I only used players only for simplicity of the examples. If anyone is able to help, I will really appreciate. I don't even know what to type in google for a start, and how to judge credibility of the sources.
  24. I'll pass. If it's successful on indiegogo, it won't be any more expensive later in retail (it just can't be any more expensive, and if anything it will be cheaper).
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