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#1 seemo OFFLINE  

seemo

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Posted Sat Jun 10, 2006 3:34 AM

Hi Everybody,

here's Moth, my new 2600 game. It's inspired by the Neuromancer novel/videogame.

Read enclosed instructions, and enjoy :) !

Simone

Attached Files

  • Attached File  moth.zip   5.59KB   241 downloads


#2 SpiceWare ONLINE  

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Posted Sat Jun 10, 2006 2:08 PM

Looks interesting!

#3 Happy_Dude OFFLINE  

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Posted Sat Jun 10, 2006 2:32 PM

Very cool.
This will be seeing a lot of play :D
mabye you should have someway to tell how much time you have left.
(possibly a beeping sound that gets faster as time runs out)
It would make it more frantic especially when doing multiple pages.

#4 Thomas Jentzsch OFFLINE  

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Posted Sat Jun 10, 2006 3:32 PM

mabye you should have someway to tell how much time you have left.
(possibly a beeping sound that gets faster as time runs out)
It would make it more frantic especially when doing multiple pages.

Yes, maybe some kind of heartbeat.

Looks really interesting.

#5 Nathan Strum OFFLINE  

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Posted Sat Jun 10, 2006 7:22 PM

This is pretty cool. Your games are really fun and unique. Although it would be nice to have screenshots to go along with the instructions... the way they're written is very clever, but it makes it hard to figure out exactly what you're supposed to do. (I'm more of a "match up the symbols by moving the joystick" kind of guy.)

Also, I seemed to get stuck on one screen I couldn't get out of. The one with the two columns of symbols next to each other, where the one on the right is continually scrolling. I guess I must have used up all of my attempts, but it never let me back out of it. It just kept scrolling, and I couldn't match up any more symbols.

Incidentally, any chance of Mantra, Jitter and Flow being released on a cart (or carts)? They'd make a great multi-cart. :)

#6 bjk7382 OFFLINE  

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Posted Sat Jun 10, 2006 11:34 PM

Also, I seemed to get stuck on one screen I couldn't get out of. The one with the two columns of symbols next to each other, where the one on the right is continually scrolling. I guess I must have used up all of my attempts, but it never let me back out of it. It just kept scrolling, and I couldn't match up any more symbols.

When I tried it on my cc2 i hit reset to get back to the grid of other symbols. I haven't quite figured this thing out yet, but I will soon enough.

Here is the manual formatted to 40 charachters wide for the cuttle cart.

Attached Files

  • Attached File  moth.txt   6.76KB   177 downloads


#7 Cybergoth OFFLINE  

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Posted Sun Jun 11, 2006 4:14 AM

Your games are really fun and unique.


Hm... I thougt the word was "similar", not unique :P ;)

#8 Nathan Strum OFFLINE  

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Posted Sun Jun 11, 2006 5:31 PM

I meant unique compared to other people's games. :P

Nothing wrong with a few variations on a good theme. :)

#9 thegoldenband OFFLINE  

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Posted Thu Jun 22, 2006 10:31 PM

What's the incentive to build more than the first two modules? Does it help you later on, somehow?

#10 seemo OFFLINE  

seemo

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Posted Sat Jul 1, 2006 11:24 AM

Hi Everybody,
here's v7.1 update. :)

Simone

Attached Files



#11 seemo OFFLINE  

seemo

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Posted Wed Aug 16, 2006 7:58 AM

Hi Everybody,
here's the new version of Moth.

I enclosed a new 40-characters user manual, along with a preface that should set the 'background' of the game.

Have a look at the end of the manual, there's a tips section, I hope it will be helpful :)

Simone

Attached Files

  • Attached File  moth.zip   7.54KB   152 downloads


#12 Godzilla OFFLINE  

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Posted Fri Aug 25, 2006 6:29 PM

any screen shots? I always like to see what things look like...

#13 yuppicide OFFLINE  

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Posted Sat Aug 26, 2006 5:51 PM

Screenshot appreciated also.

#14 neotokeo2001 OFFLINE  

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Posted Sat Aug 26, 2006 7:17 PM

z26p0000.gif

z26p0012.gif

z26p0017.gif

Once an empty slot symbol is activated
on the MENU screen, a grid of memory
pointers is shown on the screen.
To successfully build the module,
every pointer has to be assigned
until a timer runs out.

!!! WARNING !!!
Failing to assign every pointer until
the timer runs out aborts the build
sequence and takes you back to the MENU
screen

Pointers have to be assigned in pairs,
following this procedure :
- select a pointer and assign it
- select another pointer and assign
it, with the same direction of the
first pointer

If both assigned pointers have the
same direction, they are fixed and
it is possible to assign another
pair of pointers, until every pointer
is assigned

Edited by neotokeo2001, Sat Aug 26, 2006 7:19 PM.


#15 seemo OFFLINE  

seemo

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Posted Fri Oct 20, 2006 10:57 AM

Hi Everybody,
here's version 7.2 of Moth.

I changed the arrows of the build section with numbers, and made some other changes.
Also updated the 40 columns user manual for the cuttle cart users.

Simone

Attached Files



#16 cimmerian ONLINE  

cimmerian

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Posted Wed Feb 6, 2019 11:19 AM

We'll be featuring Moth LIVE on today's ZeroPage Homebrew stream on Twitch at 11AM PT|2PM ET|7PM GMT! Hope everyone can watch!

Twitch Stream: https://www.twitch.t...ropagehomebrew/

Games Today:

- Kaboom! Deluxe (2019 WIP Hack) by Darrell Spice Jr.
- Moth (2006) by Simone Serra aka Seemo
- Snowball Fight (2019 WIP) by Captain Spazer
- Risky Rick (2018 CV) by ArcadeVision

 

EDIT: Updated with video!

 


Edited by cimmerian, Fri Feb 8, 2019 12:16 AM.


#17 Nathan Strum OFFLINE  

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Posted Fri Feb 8, 2019 2:46 AM

I caught the rerun on YouTube - very fun watching you guys trying to figure out Moth. :)

 

That's the thing about some of Seemo's games - they can be difficult to figure out because the concepts are often abstract, especially compared to typical 2600 games, but the gameplay is still addictive.

 

In a way, the second part of Moth (that you couldn't quite clear) reminds me of the idea of "racing the beam" in 2600 programming. You almost seem to be chasing a scanline as it moves across and down. I wonder if that's where the idea originated?



#18 cimmerian ONLINE  

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Posted Fri Feb 8, 2019 12:14 PM

I can see the gameplay definitely being inspired by the beam racing style of programming that exists on the 2600. It was certainly a challenging level, even once we figured out what to do!

 

In a way, the second part of Moth (that you couldn't quite clear) reminds me of the idea of "racing the beam" in 2600 programming. You almost seem to be chasing a scanline as it moves across and down. I wonder if that's where the idea originated?






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