Posted Sun Mar 7, 2010 3:56 PM
Here are my times for this past week (March 1st through 7th):
Mikie High School Graffitti (Arcade) 231 minutes in 2 sessions
Mikie (Arcade) 7 minutes
Shamus (TI-99) 161 minutes in 2 sessions
Turtles (Arcade) 61 minutes
Tetris (Arcade) (Atari Games) 30 minutes
Burger Time (Arcade) 14 minutes
Q*bert (Arcade) 12 minutes
Fly guy (TI-99) 10 minutes
Herding Cats (TI-99) 10 minutes
Honeycomb Rapture (TI-99) 10 minutes
TI Farmer (TI-99) 8 minutes
TI Hurdles (TI-99) 4 minutes
(I haven't played any non-classic games this week)
Some commentary as always:
I've played two slightly different versions of "Mikie"... in "Mikie High School Graffitti", you are not able to knock out the teacher, and if you knock out someone else, he doesn't fall to the ground, but only shakes for a while before continuing to chase you. The other version is simply called "Mikie" and has got slightly different sounds, as well as the ability to knock everyone down, including the teacher. Since this makes the game a bit easier, they sped up the people chasing you a bit in order to make up for this. But still "Mikie" seems to yield higher point values more easily.
This week I made it to beat "Turtles" again, after not having made that for the last times I played.
Then I tried the TI-99 version of "Shamus" again. Actually, the first version I got to know of this was the VIC-20 version, but that one has only got 32 rooms while the TI-99 version has 128 rooms. I found a map here which has been hand-drawn, or rather two sheets of paper that together form the complete map, so it seems like I've beaten that game before, although I can't remember the ending, and I didn't make it to beat it again today... only got to the start of the "red zone", which means I made about 75% of it (there are four zones, black, blue, green and red). The map is a bit irritating since it's not really a strict grid, so sometimes if you try to draw the map, things don't fit together properly. Apparently this game isn't really laid out on a two-dimensional grid, but rather the rooms are numbered 0 through 127, and going left or right always takes you to the room with the next higher or lower number, while going up or down can basically lead to any other room that has an exit into the correct direction.
Anyway, the TI-99 version is much more playable than the C-64 version which often seems to register collisions without any reason. And it's interesting that it's by Atarisoft who ported some titles to the TI-99 that were not arcade hits, but actually programs by third-party developers (in this case, HES or Synapse Software).
In "Tetris", the game always ends for me at round 7 or 8 - this is where the "added bricks" come into play. By that time, level 10 is reached, so the falling blocks have reached top speed (or at least I think they have). Here the level seems to increase faster than on the home computer versions.
"Burger Time" the arcade version was surprisingly hard (maybe because I didn't set it to the easier level), but I still made it to the last pattern, but not beyond that.
The arcade version of Q*bert seems a bit more fair than the TI-99 version, but this is made up by the fact that extra lives are not given quite as often as in the TI-99 port.
"Fly guy", "Herding Cats", "Honeycomb Rapture", "TI Farmer" and "TI Hurdles" are all entries to one of the competitions over in the TI-99 programming forum. Since they are all coded in TI Extended Basic, they are rather slow, also considering that the TI-99 itself was rather slow. I also decided to take part in the contest currently underway, the "Short 'n' Sweet contest", with a racing game.