My 1st Atari 2600 game (Man Goes Down)
Started by Alex H, Jul 9 2004 11:58 AM
368 replies to this topic
#26
Posted Mon Jul 12, 2004 1:29 PM
I gave it a shot and yes, it is addicting. Lots of strategy needed in order to land on the platforms at just the right angle.
I think we have a winner here.
I think we have a winner here.
#27
Posted Mon Jul 12, 2004 6:23 PM
Kepone said:
I gave it a shot and yes, it is addicting. Lots of strategy needed in order to land on the platforms at just the right angle.
I think we have a winner here.
I think we have a winner here.
It does have a great feel.
I think it's more evidence for my observation that one way simple games can be a lot of fun is with a decent simple physics model. This one is simply intertia plus a little friction...I don't know about the friction ('d guess it's a bit "handwavy" and simplified...at least for the "static friction", if any) but the intertia is very simple to program, you just need sub-pixel positioning. JoustPong really is just an exercise in that theory, actually.
#28
Posted Mon Jul 12, 2004 7:01 PM
Oh my god, this game is SICK.
Amazing. I cannot stop playing it, and my best score is a lousy 15!
We have the makings of a BIG TIME winner here.
Great work. Awesome stuff. The Stan Awards Judges have their eye on you....
Amazing. I cannot stop playing it, and my best score is a lousy 15!
We have the makings of a BIG TIME winner here.
Great work. Awesome stuff. The Stan Awards Judges have their eye on you....
#29
Posted Mon Jul 12, 2004 7:23 PM
Make that 50 and I found the skateboard. OH MAN this is GOOD.
#30
Posted Tue Jul 13, 2004 5:03 PM
Catch me, I'm falling... in love with this game! I tried it last night and it's a whole lot of fun. It forces you to achieve a delicate balance to survive... if you act too impulsively, you'll plummet to your death, but if you hesitate too much, you'll be crushed as the platforms rise to the top of the screen.
My only suggestion would be to lose the icky color swapped backgrounds that happen after you've finished so many floors. Replace them with signs planted on every tenth floor, or at least make the color changes more subtle.
JR
My only suggestion would be to lose the icky color swapped backgrounds that happen after you've finished so many floors. Replace them with signs planted on every tenth floor, or at least make the color changes more subtle.
JR
#31
Posted Tue Jul 13, 2004 9:36 PM
Are there any known cures for an addiction to this game?
#32
Posted Tue Jul 13, 2004 9:39 PM
Big Player said:
Are there any known cures for an addiction to this game? 
Leaving your house.
My highest score so far is 57.
#33
Posted Tue Jul 13, 2004 9:45 PM
SS said:
Big Player said:
Are there any known cures for an addiction to this game? 
Leaving your house.
That doesn't work. I'm playing it on a laptop.
#34
Posted Tue Jul 13, 2004 11:35 PM
I cannot stop playing this game. It seems simple at first, but the more you play, the more strategy and reflex you have to develop to survive.
I hit 57 today, but I average about 36 per game. Around 50 points the game is just TOO hard unless you are getting constant "!" to slow things down.
WONDERFUL game.
I hit 57 today, but I average about 36 per game. Around 50 points the game is just TOO hard unless you are getting constant "!" to slow things down.
WONDERFUL game.
#35
Posted Fri Jul 16, 2004 9:50 PM
Cheers for the great feedback everyone!
I have an updated binary for you to try out. Not too much has changed since the last version. The biggest difference is the addition of a power-up. If you liked the skateboard then hopefully you'll find this fun too. This one makes use of the button too.
Also, now you only get one power-up for each set of fruit collected. This of course makes it hard to pick up many within the restricted game length, so I have included a cheat to allow quick access to the new power-up. Just flick the Select switch to change the current fruit. (This of course won't be in the final version.)
Alex
I have an updated binary for you to try out. Not too much has changed since the last version. The biggest difference is the addition of a power-up. If you liked the skateboard then hopefully you'll find this fun too. This one makes use of the button too.
Also, now you only get one power-up for each set of fruit collected. This of course makes it hard to pick up many within the restricted game length, so I have included a cheat to allow quick access to the new power-up. Just flick the Select switch to change the current fruit. (This of course won't be in the final version.)
Alex
Attached Files
#36
Posted Fri Jul 16, 2004 10:13 PM
Alex H said:
The biggest difference is the addition of a power-up. If you liked the skateboard then hopefully you'll find this fun too. This one makes use of the button too.
#37
Posted Sat Jul 17, 2004 3:20 AM
Great little game! 
Any chance for making it 4K? Then it could compete in the 2004 Minigame Competition.
Any chance for making it 4K? Then it could compete in the 2004 Minigame Competition.
#38 ONLINE
Posted Sat Jul 17, 2004 3:28 AM
I just tried it out and it is pretty good so far. I like how smooth the animation of the guy is and the colors of everything. I'd like to see that little guy in other games where you can jump and do other things.
#39
Posted Sat Jul 17, 2004 7:34 AM
SS said:
Alex H said:
The biggest difference is the addition of a power-up. If you liked the skateboard then hopefully you'll find this fun too. This one makes use of the button too.
That said, back to critiquing mode: maybe it should be timed?
With something flashing colors to tell you it's about to go away...
that way you could also get rid of the "hack" of not having the new powerup start until the peson runs off the side of a platform...
#40
Posted Sat Jul 17, 2004 9:14 AM
I think my high score is 73, although keep in mind that this was an early version of the game, with no power ups at all. I kept picking up question marks, but nothing ever happened.
We're going to have to do something about the name, though. Going Down sounds remarkably like sexual innuendo... don't you think something like Rapid Descent or Downward Spiral would work better?
JR
We're going to have to do something about the name, though. Going Down sounds remarkably like sexual innuendo... don't you think something like Rapid Descent or Downward Spiral would work better?
JR
#41
Posted Sat Jul 17, 2004 1:00 PM
Am LOVING this game, still. can't stop playing.
Some questions (bear in mind I have NOT played the latest ver.)
Why are some of the ?'s gray and do nothing? Are they placeholders for later stuff?
Could you add walls along the side so I don't keep trying to run off the farthest edges and end up getting scrolled?
What is the down arrow? Far as I can tell it does nothing?
Thanks for creating such an incredible game!
Some questions (bear in mind I have NOT played the latest ver.)
Why are some of the ?'s gray and do nothing? Are they placeholders for later stuff?
Could you add walls along the side so I don't keep trying to run off the farthest edges and end up getting scrolled?
What is the down arrow? Far as I can tell it does nothing?
Thanks for creating such an incredible game!
#42
Posted Sat Jul 17, 2004 1:03 PM
oh, and for any who care, my top score is 67, and that stupid Blue Area is just too stupid hard.
#43
Posted Sat Jul 17, 2004 1:34 PM
Love the new power up. How did you know that was my favorite 2600 game?
This game is rapidly becoming one of my favorites. I play it every day now and for much longer than I plan on playing.
It would be great if you and other stella list members could help with optimization--if Alex wants it of course. But as a player, I would hate to see any features go away to fit into a certain ROM size. I would love to have even more options with the game. Let the ROM be 32k or 64k, I just want the game to be the best it can be.
This game is rapidly becoming one of my favorites. I play it every day now and for much longer than I plan on playing.
Thomas Jentzsch said:
Any chance for making it 4K? Then it could compete in the 2004 Minigame Competition.
It would be great if you and other stella list members could help with optimization--if Alex wants it of course. But as a player, I would hate to see any features go away to fit into a certain ROM size. I would love to have even more options with the game. Let the ROM be 32k or 64k, I just want the game to be the best it can be.
#44
Posted Sat Jul 17, 2004 1:53 PM
Big Player said:
I just want the game to be the best it can be. 
I'll second.
#45
Posted Sat Jul 17, 2004 7:34 PM
The heli-pack is pretty cool. However, there is something intrinsic in the nature of the game about falling, the heli-pack kind of defeats that a bit. I was hoping for something more along the lines of the parachute from Raiders of the Lost Ark. It slows your fall, but you are still essentially falling, which is the backbone of the gameplay.
Just a thought.
Just a thought.
#46
Posted Sat Jul 17, 2004 10:15 PM
kisrael said:
Excellent. Cameos from other games are always welcome.
That said, back to critiquing mode: maybe it should be timed?
With something flashing colors to tell you it's about to go away...
that way you could also get rid of the "hack" of not having the new powerup start until the peson runs off the side of a platform...
That said, back to critiquing mode: maybe it should be timed?
With something flashing colors to tell you it's about to go away...
that way you could also get rid of the "hack" of not having the new powerup start until the peson runs off the side of a platform...
Big Player said:
Thomas Jentzsch said:
Any chance for making it 4K? Then it could compete in the 2004 Minigame Competition.
But if it's possible to trim it back to 4k and still keep most of the game elements then I may enter it into the compo. If I get it done in time, of course. (I have a bunch of Vectrex projects on the go too.)
Jess Ragan said:
We're going to have to do something about the name, though. Going Down sounds remarkably like sexual innuendo...
StanJr said:
Why are some of the ?'s gray and do nothing? Are they placeholders for later stuff?
StanJr said:
The heli-pack is pretty cool. However, there is something intrinsic in the nature of the game about falling, the heli-pack kind of defeats that a bit. I was hoping for something more along the lines of the parachute from Raiders of the Lost Ark. It slows your fall, but you are still essentially falling, which is the backbone of the gameplay.
Just a thought.
Just a thought.
Alex
#47
Posted Sun Jul 18, 2004 12:10 AM
the main place I get squished by the sides is in the Blue Area, because the platforms generally take up 90% of the horizontal and it can be tough to judge, on the fly, if there is enough room to squeeze.
My best score, with the heli-pack is 72.
I like the idea of the gravity arrows, but as you said, it takes a few to notice any change (I chalked the increased speed up to the level progressing, and not the arrows at first)
Again, wonderful game you have here. It gets about 2 hours of play a day around this house and would get more if I had less will power.
My best score, with the heli-pack is 72.
I like the idea of the gravity arrows, but as you said, it takes a few to notice any change (I chalked the increased speed up to the level progressing, and not the arrows at first)
Again, wonderful game you have here. It gets about 2 hours of play a day around this house and would get more if I had less will power.
#48
Posted Sun Jul 18, 2004 12:23 AM
Alex H said:
Quote
Could you add walls along the side so I don't keep trying to run off the farthest edges and end up getting scrolled?
Are you using reflected or repeated PF graphics? Would it be easy to "fill in the dead space" w/ PF?
#49
Posted Sun Jul 18, 2004 12:12 PM
Newest version playable on the Cuttle Cart 2/ 7800.
High score today: 80 without skateboard or jetpack.
Played Vectrex Spike Goes Down also; High score today: 770.
If you decide to add music make it switchable off with a difficulty switch. Music really is not necessary at all. Maybe some feet sound effects and maybe a falling whistle .. switchable also?
Rob Mitchell, Atlanta, GA
High score today: 80 without skateboard or jetpack.
Played Vectrex Spike Goes Down also; High score today: 770.
If you decide to add music make it switchable off with a difficulty switch. Music really is not necessary at all. Maybe some feet sound effects and maybe a falling whistle .. switchable also?
Rob Mitchell, Atlanta, GA
#50
Posted Sun Jul 18, 2004 1:36 PM
Rob Mitchell said:
Played Vectrex Spike Goes Down also; High score today: 770.
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