Thanks for the reply, appreciated! I don't know if the tentative hints about source code were a probe for interest, but ... YES!
I actually was authorized as a Lynx developer back in the day, and I had the manuals, but I never got the hardware. :/ I loved reading the notes and imagining what might have been, at least!
solidcorp, on Wed Oct 26, 2011 11:15 AM, said:
Anyway, I thought you would complain about the aiming of the gun first. It's really hard to port a dual analog control input scheme to the four switches in a D-pad.
You did a good job! I never had complaints about the aiming.
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As far as speed is concerned, there is (or at least should be) a sweet spot, or what is now in racing games called a blue line, an optimal path through the levels. In stun runners tubes it would be on the outside, where a pendulum would swing if you were truly racing around the corners. The stars in the first levels are placed on that line to train you where you should be on the track for maximum speed. In the flat areas only the walls slow you down, and I don't think anything slows you down while boosting. The problem you *may* be having with S.T.U.N. Runner (if there is not a bug) is that the controls are touchy and you really can be harshly penalized for climbing too high up the walls. I put a lot of work into the centrifugal sweet spot aspect, if I didn't then the star placement painstakingly reproduced from the coin op wouldn't work.
I'm sorry to report I'm pretty sure you do have a bug, then. I played the Lynx and the Arcade versions extensively (though I never did finish the Ultimate Challenge in the arcade, can't remember on the Lynx). You can maintain top speed on the Lynx by simply staying put on the bottom-most polygon, even around the sharpest corners - that became my strategy as I got better at the game (even on the training stage). I remember discovering that it was during the time when your ship straddled two polygons - whichever two they may be - that you lost the most speed. (I remember testing hanging onto an inside wall on a corner, but I don't remember the outcome). I also remember going back to the arcade and testing whether it was true there (staying on the bottom), and it definately was not.
That'll be fixed in the next release, right?

hehe. I suppose to be fair it's time to boot it up again and refresh my memory.
Despite this very minor issue, it was an outstanding port and one of the show-pieces for the Lynx. Most of the arcade ports really shone on that machine, and was a part of why I loved it. Thank you for helping to waste many of my hours!