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Simon

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Posts posted by Simon


  1. Thanks for all your feedback.

     

    Did you know that the Paul Norman, author of the original "Aztec Challenge", saw the preview-cartridge of my game at Classic Gaming Expo? He dropped me an email and said that he really liked what he saw. He is going to contribute to the limited edition of my game release with something really special, I can promise. :-)

     

    The game does not only contain the converted (and improved) original music. Paul Slocum also created a special GameOver-tune which is very nice, too.

     

    Do the black markers move down and to the sides as the guy runs or is it just static?  As they are offset, they could be done using missiles which would allow for smooth scrolling, but they look to be the width of BG pixels, which don't scroll very well.

    The black "spearthrowers" at the sides of the path are made of Playfield-Pixels and are animated in several frames moving towards the player.

     

    They could also have been made of sprite-graphics, allowing a smoother scrolling and more detailed graphics, missiles wouldn't be of big help here. Due to ROM-space I decided to make them as they are now - and as I like the animation this way, they keep unchanged. :)

     

    Best regards,

     

    Simon


  2. Hi,

     

    just to let you know: I'm currently working on the Special Edition release of the new Commodore 64 game "Metal Warrior 4 - Agents of Metal".

     

    The game consists of more than 800 blocks of data. The Special Edition includes: labeled/numbered/signed disk in special disk-sleeve, manual, big box, cover, soundtrack-CD and tracklist.

     

    You can view photos of the items at http://www.quernhorst.de/atari/mw4.html

     

    Simon


  3. Anyone bought any 2600 cases from vgwiz.com.

    What is the quality like for the black cases  ?

    and are the clear cases worth the extra money ?

     

    I like the cases pretty much, especially the clear ones. Quite nice to have a sight on the inside of the cartridge...

     

    The cases contain a molded "vgwiz" on the backside and if ordering 500 or more you can have your own logo molded into the case, too.

     

    Simon


  4. Are games with human targets banned in Germany???

     

    Not in general. Back then in the 80's a lot of games were banned by the BPjS (Bundesprüfstelle für jugendgefährdende Schriften). To mention a few: 1942, Green Beret, Rambo, Blue Max, Beach Head, Into the Eagles Nest, RoboCop, ... and our beloved River Raid.

     

    So not only games with human targets were banned...

     

    I found a list dated 1997 here - some of the C=64 games are still banned today. :-)

     

    Best regards,

     

    Simon


  5. Oh yeah, I've got the C64 version too, and it's awesome. The music's the best.

     

    Yeah, Rob Hubbard at his best!

     

    I like the C=64 version most of all, eventhough it's not a hard task to complete the levels. My collection contains the CIB versions of C64, VCS and NES.

     

    Did you know that Commando was released as "Space Invasion" in Germany - you had to shoot aliens instead of soldiers.

    Screenshot Intro

    Screenshot Game

     

    Best regards,

     

    Simon


  6. @Simon - Will 'Challenge feature a PAL/NTSC switch like MK?

    Unfortunately not. The main problems concerning the PAL/NTSC-switchability are these two facts:

     

    - you need double the space for all color tables (one table for PAL-values, the other for NTSC).

     

    - you need more cycles (and bytes) in every display-routine to check if either the PAL or NTSC-table is to be used.

     

    The best way would be to store the relevant colors in RAM and use always the same addresses in the display-routine, but this would lead to the new problem of having too less memory available. ;)

     

    Mental Kombat didn't use as many code and graphics as A-VCS-tec Challange, so implementing a PAL/NTSC-switchability wasn't too hard. I still hope that you'll enjoy the game - PAL and NTSC versions are going to be released seperately.

     

    Best regards,

     

    Simon


  7. Hi Rick,

     

    the preview shown at the CGE show uses some switches which might not been demonstrated at the show, even if I told Packrat about them.

     

    Color/BW-Switch toggles between in-game-music or spear-sounds

    Left Difficulty Switch toggles between THE GAUNTLET (running) levels only or THE GAUNTLET (running) and THE STAIRS (climbing) levels after each other.

     

    By now you can fully play and clear the different rounds of THE GAUNTLET, but THE STAIRS is unsolvable right now.

     

    So if you would've played THE GAUNTLET levels only, you would've seen at least 10 totally different screens with different pyramids, graphic sets and difficulties. :-)

     

    The levels of the final version will be longer of course, their shortness is just for the purpose of faster testing.

     

    Best regards,

     

    Simon


  8. Hi,

     

    did somebody check out "A-VCS-tec Challenge" at last weekend's CGE?

     

    It was playable as prototype at the Packrat VideoGames booth. A few pictures can be watched here: http://www.packratvg.com/cge2k3.htm

     

    I know that at least Paul Norman, author and musician of the original C=64 game Aztec Challange, enjoyed playing the 2600 version at the expo... :-)

     

    I wish I would've been there to talk to him myself.

     

    Best regards,

     

    Simon


  9. ...

    The homebrew I'm playing most at the moment is "A-VCS-Tec Challenge".

    ...

    These two will rock the house, trust me! 8)

    ...

     

    Thanks Manuel, I really appreciate these words from another homebrew developer. :D

     

    The current status:

     

    I started programming the second level of A-VCS-tec Challenge. It is based on level 2 of the original Aztec Challenge and is called "The Stairs".

     

    While you have to perform jumps and ducks in level one ("The Gauntlet") you have to avoid falling rocks by moving left and right in "The Stairs".

     

    As I originally intended the game to be an arcade version of level 1 only, you can use a console switch in this way:

    - Play "The Gauntlet" stages only

    - Play "The Gauntlet" and "The Stairs" stages one after another

     

    I hope that I'll find the time (and have enough memory left :D) to continue the development soon...

     

    Best regards,

     

    Simon


  10. Hmmm... why didn't I find that thread when I searched the forums? I must've made an error by typing the keywords.

     

    Is there a list available which shows up all PAL and NTSC games and states which titles work on the other machine, too?

     

    What about for example "Jinks NTSC" and "Galaga NTSC" from the AtariAge store? Will they work on my PAL-console? BTW: I understand "work" as being fully playable... :D

     

    Simon


  11. Hi,

     

    I'm curious if my PAL 7800 would be able to play NTSC cartridges. I already searched for that theme in these forums and checked out the 7800 FAQ, but I couldn't find that information.

     

    Can PAL-/NTSC-carts be played on every 7800 console or is there a lock-out technology like in the NES for example?

     

    Thanks.

     

    Simon


  12. They're different though, in "Pac Kong" the thing at the top looks kinda like a bird instead of a space invader? and the balloons? look like feathers? or Bananas? The ladders look different too, "Pac kong" has no music "Inca Gold/Spider Maze" has a catchy tune playing in the background. They are very similar, but there are definately differences

     

    I have got two different carts called "Pac Kong", one of them is named "Pac-Kong" with a hyphen.

     

    Just as you told above, one plays a music and one doesn't and the player-sprites are different if I remember correctly. I have to take a look at the two games to varify if the ladders and enemies look different...

     

    Best regards,

     

    Simon


  13. I wish I had some money. I'd get everything needed to program for the 2600.

     

    You just need your PC for developing new 2600 titles (running a normal text-editor, DASM and z26). That's all and as you're just surfing the net I assume that you've got a PC. ;)

     

    If you then want to test your game even on the real 2600 you either need, and that's the only thing you'd need to buy, a Supercharger or CuttleCart. But this is no must have, just developing on PC would be fine for the first step.

     

    So we're looking forward to your first game... :D

     

    Best regards,

     

    Simon


  14. Label Contest?

     

    I haven't thought very much about the labels, manual and box yet, but I have some visions of how the label could look.

     

    As I really liked the results of the Mental Kombat label contest back then, I don't have any negative feelings towards another public contest. At first I want to finish the game and afterwards I'll concentrate on the other items...

     

    I think that a lot of people on this board are very skilled graphicians and I'm sure that there would be a lot of cool sumissions, if another contest is held.

     

    Best regards,

     

    Simon


  15. Wow, that was great! :D lol :D

     

    Try to get this ashtray-cleaner onto this board. I think he will be a much appreciated consultant for all the upcoming homebrews. If somebody knows how to 'clean' your code from bugs, then it must be him! ;)

     

    Simon


  16. It was simple to learn, very fun to play, and the strategy involved made it really interesting.  It definitely kept us coming back for more.  Thanks Simon!  Great game.   (I love the "FIGHT!" screen right before the game starts!)

     

    Sorry for my late notice of your post and thank you very much for your kind words. :D

     

    Best regards,

     

    Simon


  17. This is my last post to this topic...

     

    Both have pledged full support after absorbing the content of my early work, & the content of this site. This week we have formed the Team, christened it with the "Savage" name, and have gotten little sleep since then. :D

     

    Wow, having a team-name is one of the most important things. It's indeed of bigger importance than actually knowing about programming the 2600. [/irony] ;)

     

     

     

    +++ no carrier


  18. I do have half a dozen other game concepts, one of them Knight Rider 5200.....

     

    I'm sure the other five concepts are:

     

    Knight Rider 7800

    Knight Rider Jaguar

    Knight Rider Lynx

    Knight Rider X-Box

    And the last being Knight Rider for play on the original KITT-display. Only one copy of this game is planned to be produced!

     

    :D


  19. [Maybe it's not one of the hardest (anymore, because the code already exists) but definitely one of the most memory consuming tasks.

     

    Well, let's express it in a different way: it's impossible to have text shown on a 2600 as you could show it on a homecomputer. It requires a lot of timing work in the coding to duplicate the sprites at the correct positions and a lot of memory to store the charset; and even then you end up with a flickering display that doesn't even cover the whole screen.

     

    While a pure text-display on i.e. the C=64 (Screen-RAM $0400) would be the easiest thing, it's a hard task on 2600. I'd recommend starting 650x machine code on i.e. a C=64 until you know all of the instructions... it's much easier to test single instructions there.

     

    Greetings,

     

    Simon


  20. Hi,

     

    I'd recommend to learn programming and writing the entire game first. Afterwards you could estimate a sales-price and negotiate about licenses.

     

    (8.) The game will feature some text, and this aspect may be expanded if the routines and memory permit.

     

    Showing long texts in an 2600 game is one of the hardest tasks, as there is no charset or text-output available as on homecomputers.

     

    "KITT, I need your help." ;-)

     

    Best regards,

     

    Simon


  21. I have got this game as German release from Quelle. I have to check my collection for the title of the game, but if I remember correct the game is called "Robin Hood". I also remember the box being strange as it shows "Haegar the Horrible" on the picture while the name of the game is "Robin Hood".

     

    I found the mentioned game in the AtariAge-database. It was called "Robin Hood" and does show Haegar on the label. BTW: What has Robin Hood to do with ships? Strange Quelle name. ;-)

     

    Simon

     

    c_RobinHood_Quelle_front.jpg


  22. I have an Atari 2600 game where you are on a pirate ship and these guys that look like British Royal guardsman are trying to climb ladders and kill you. You have to swing at them with your sword to kill them first.

     

    I have got this game as German release from Quelle. I have to check my collection for the title of the game, but if I remember correct the game is called "Robin Hood". I also remember the box being strange as it shows "Haegar the Horrible" on the picture while the name of the game is "Robin Hood".

     

    Just a typical strange Quelle release... :-)

     

    Greetings,

     

    Simon

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