Subject: Re: [stella] let's go back to work! From: Nick S Bensema <nickb@xxxxxxxxxxxx> Date: Wed, 5 Mar 1997 12:46:20 -0700 (MST) |
>It is very interesting to compare "Mousetrap" vs. M Network's "Lock'n'Chase". >These games are very similiar and both show no flickering in player or >enemies sprites, but there is a big difference: > >In the first, you'll never see two cats in the same horizontal corridor >(the easiest way to avoid flicker), while "Lock'n'Chase" can have up to two >enemies in the same vertical corridor! > >This means that there can be three objects in the same vertical space with >independent horizontal movement: 2 enemies + player, and without ficker. >I bet that Lock'n'Chase code is much more complex. Congratulations, unknown >M Network programmer! I suspect that at least one of those enemies is really a missile, utilizing clever use of the NUSIZ and HMOVE registers. They sure look like players, though, don't they? Hmove can be a very valuable tool for getting more than you bargained for from a player or missile. Look at Stampede, for example. Those horses and cattle are plainly wider than 8 pixels, yet have really good horizontal resolution. -- To unsubscribe, send the word UNSUBSCRIBE in the body of a message to stella-request@xxxxxxxxxxx
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