Random Terrain, on Fri Apr 27, 2012 6:04 AM, said:
Dino, on Fri Apr 27, 2012 1:24 AM, said:
I'm amazed that the bombs don't fall in a random pattern. Surely that would not have been too hard to program and would make the game more interesting long term....
That's the main thing I don't like Kaboom. I don't want repeated patterns. You can't keep from memorizing certain patterns, even if you don't want to memorize them. As I've said about a billion times before, many Activision games are pretty to look at, but too many of them seem to be devoid of randomness.
The thing I really like about Random Terrain is that he is random about anything except his defense of randomness as it comes to playability -- in that area, he is very consistent
The thing I really like about Kaboom! is the exclamation point. Beyond that, I love the look of the game - it was the first Atari game I ever owned that was great looking and great playing, and wasn't a "looks almost as great as the arcade" kind of great -- it was great standing all on its own, and it was the ultimate best version of the game.
The other thing I really like about Kaboom! is that it plays better on real hardware, as opposed to an emulator, than any other game. The fast twitch action of a (working and well maintained) VCS paddle playing Kaboom! has yet to be replicated anywhere.
Lastly, I really like how it is a really tight game - single purpose, only 2k code size, easy to figure out, easy to learn, hard to master (yes, even without total randomness




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