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r_type2600

Member Since 31 Aug 2002
OFFLINE Last Active Feb 3 2012 2:25 PM

Posts I've Made

In Topic: Mini Game Collection (2600) sale thread - 15 copies left

Wed Feb 1, 2012 1:11 PM

Mine arrived today and happily joined Vong as a worthy companion homebrew :)
Both now looking forward to Muncher's release ;-)

In Topic: Boulder Dash(R) Label Contest!

Sun Nov 20, 2011 3:43 PM

View PostAlbert, on Sun Nov 20, 2011 9:16 AM, said:

Brian Ostrowski (Entry #1)

Posted Image

Keep 'em coming! :D

..Al

Love this one!
Rockford could maybe do with a small carotene injection (I know there's little sun in those caverns, but still), but otherwise this label conquers. :)
Even manages to make one forget the memorable original artwork. :thumbsup:

In Topic: Muncher (2600)

Sun Aug 28, 2011 3:43 AM

That's one great little game! :)
Smooth original gameplay and very addictive!
Also like how it somehow manages to feel like an early Atari effort (graphics) and play like an early Activision classic (intense gameplay) :cool:

The game variations already provide a number of logical additional game elements, but I think it would be better to merge them into one full-fletched game with increasingly difficult levels.
That would really boost the long-term appeal of the game.
This game has the stuff of a classic, so I think you should really consider 4k to max out its potential (even if you only end up needing 3k).
Only for additional game elements tough - presentation extras (like a title screen etc.) would only water down the raw charm of this little gem.
A few small suggestions:
- a couple more "dumb" enemies with different bouncing patterns.
- more (than 2) on-screen enemies in later levels
- the different type of enemies should be distinguishable. Different (invaders) graphics for the various "dumb" moving patterns, different colors for different speeds. The smart enemy could then look like the invaders UFO.

Don't really see the necessity for color backgrounds, the "food" surface changes color with every new level anyway, so that already provides enough variation, without getting confusing.
And I love the player "block" sprite ;)

In Topic: Boulder Dash(R) cartridge poll

Sun Jul 24, 2011 1:36 AM

View PostThomas Jentzsch, on Sun Jul 24, 2011 1:23 AM, said:

View PostAmstari, on Sat Jul 23, 2011 11:09 PM, said:

My partner was watching me play the Boulder Dash demo today and she said "Isn't it hard to play when you can only see that much of the level on the screen?" So I played a few levels of the Amstrad CPC version and I know what she means, it is a lot easier being able to see more of the level.
Due to the display type we have chosen and the limited capabilities of the 2600, there is not much we can do about that. Therefore we implemented the look around function which should help a bit. Also the screen scrolling anticipates in which direction you are moving and scrolls a bit ahead.

We could scroll one more row ahead vertically, but I am not sure if that wouldn't be too much (ff you go towards the left and right borders, the screen will scroll 3 columns; if you go to the upper and lower borders, it will only scroll 2 rows; we could make that 3).

No worry - that's actually one of the cool things about 2600 ports from superior systems.
No matter how possibly close the conversion is, the 2600 game will always feel and play slightly differently - so it's almost like experiencing a new original game, spiced with a welcome sense of familiarity.
That's the real fun of getting to play an old classic on the 2600 (compare that to playing the 47th iteration of Namco Museum on the latest console).

Harder is ok, essential is that the gameplay remains smooth and fair, and that's why I voted for the screen adjustments where necessary :)

In Topic: What Next?

Sat Jul 23, 2011 2:25 AM

Rally X ?

GeTAway
?


Chip's Challenge
?


Gauntlet
???
(would be tough to nicely re-interpret the elaborate sprites though)