Pixelboy, on Thu Jun 16, 2011 7:07 AM, said:
youki, on Thu Jun 16, 2011 2:47 AM, said:
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like changing the sprite table mid screen.
Interresting. In what goal did they do that?
Probably to implement a richer scrolling background, I would guess, especially in the case of Moon Patrol.
If Eduardo goes all the way with his arcade port of Moon Patrol, he may have to pull off similar VRAM stunts.
Atari changed the sprite table mid screen with Defender, so all sprites are repurposed after being used for the radar. In theory you get twice as many sprites on screen with that.
For Moon Patrol I know for sure they change the border color mid screen, so top and bottom borders have different colors. Very advanced stuff for the time. Too bad we didn't get all the planned releases, I was curious to see how they would handle Pole Position.
Anyways, Atari's Moon Patrol is famous for its smooth scrolling, and I think they deserve a lot of credit for that. On the other hand some of the techniques Atari used with their CV releases had more to do with good presentation than gameplay fidelity.
Examples: you get an already somewhat boring game like Jungle Hunt and sacrifice the small touches like monkeys and bubbles in name of smooth scrolling and you get a even more boring experience. Or you use background graphics to create eyes in Pac-Man to reduce flicker but end with sprite priority problems (when ghosts cross paths). Their concern with flickering was such that they decided to flicker all sprites in Dig-Dug from the get go. While that produces flicker 100% of the time, the flicker is very predictable, so we don't go from no flicker at all to terrible flicker; we stay in a fixed, very stable 30Hz flicker...
It is all a very delicate balance, there is no easy answer for what is better or more important. That depends on the developer's tastes. Personally I prefer gameplay fidelity, so that is why some of my choices with Moon Patrol are quite different, just like some of my choices with PMC were different.