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Hi There, I recently picked up “Frenzy” for the 7800. The game is great and I am especially pleased with the inclusion of “Berzerk” which is one of my favorite 5200 games. While I was playing the Berzerk contained within Frenzy, I noticed I would randomly die without any perceivable reason, but this would only happen in the 1500-3000 –ish point range. On my setup, an unmodded 7800 RF connected to a CRT TV, the dark green shade of the robots in that point range were extremely close to black, and what I soon figured out was happening is that I was being shot vertically or diagonally and I am unable to see the shot fly. I also noticed that the “press fire to start” text was this same barely visible shade of green. A revisit to the 5200 edition (also connected via RF) found robots in this point range a much more visible shade of blueish white. Interestingly, when I downloaded the rom for Frenzy, emulated it via ProSystem in RetroArch and got to the same point range, I found the robots to be almost the exact same (and very visible) shade as the 5200 edition. Changes in Tint, Color, Picture or Brightness on my TV did little to alleviate the problem. I am stumped. What might be causing this and what might I be able to do to fix it? Is it possible there is something wrong with my cart? 7800? What I have done is included a couple of pictures. The first one is the title screen, and here it is pretty easy to see that the green “press fire to start” text is very dark, this was easy to capture. Next I have circled a vertical shot in that point range to emphasize how hard it is to see (even though in this picture the robots seem to show up fine) and then for comparison purposes, I included a similar picture of a red vertical shot, which is very clear. Also for comparison reasons, I included what the colors in same point range look like on the 5200 version of Berzerk. Finally, in case the color profile of my 7800 is actually way off and I don’t not know (I don’t have a good point of comparison) I enclosed a picture of “Bentley Bear's Crystal Quest” which is feel gives a pretty good idea of the way things 7800 look on my setup. Please advise and thanks in advance, --DiscoDr.Bones
Are the Berzerk and Frenzy (arcade version) maps randomly generated, or is there a finite set of pregenerated maps? Also, what about the home versions on the 2600, 5200/A8, ColecoVision etc.? Do they work the same way or differently?
Hi guys: I've actually been working on this as well... Started from scratch after finding the algorithm for drawing the mazes on line. I can't promise this will be completed, as it all rides on the CPU time it takes to do all of the necessary collision detection: Will have four types of play: - Single player - Two player alternating - Two player cooperative - Two player competitive Some things that will be different from the arcade: - The 'flash' of the player's death animation is a bit slower (from 2 frames to 4 frames per change) I'm trying to save CPU time, and I don't want to call another routine just for that (the player moves 1 of every 4 frames) - The robots movement speed will be slightly different from the arcade, but like the arcade, no robots ever move faster than the player (they start out slow, and eventually only become as fast as the player in either case). - The shrapnel from the robot explosions will be shaped differently Todo: - Object to Object collision check (other than shots and walls) - Be able to move to next room - Evil Otto - The 'Animated' rooms for Frenzy (i.e. Big Otto, Robot Factory, Computer Control, Power Plant) - Sound Still not sure how to handle dual player mode when one person leaves the room and the other is still there. Also, how to introduce them in the next room. This is the difference between Two Player Cooperative, and Two Player Competitive: - You get 80 points for shooting the other player in either mode - You share the score and lives pool in cooperative mode - You do not get points for non player initiated events (i.e. evil otto kills robot or they shoot each other) in competitive mode - Evil Otto / Robots go after the closest player in either mode. - The player to kill the last robot in the room gets the bonus points in competitive mode What stopped development on this the last time I started it (I'm already farther than I was then) was the CPU time it took to do all of those collision checks. I have an idea about that now that I'm going to try. Also, handling things on different frames will be a help. Being that a player moves once every 4 frames, I have the time split that way: Frame 1 - player 1 Frame 2 - even numbered robot Frame 3 - player 2 (if active) Frame 4 - odd numbered robot Shots are processed every frame. Will be putting evil otto in there somewhere. I will post a bin once I get a little farther. Thanks, Bob