Subject: Re: [stella] Where to take the 2600 From: Greg Troutman <mor@xxxxxxx> Date: Tue, 16 Sep 1997 12:15:48 -0700 |
Glenn Saunders wrote: > > Bob, I think you are definitely on the right track here. > > Oystron and Rescue are examples of writing games to avoid flicker, and > constraining sprite position and motion in the process. That's fine, but > it limits the horizons of gameplay possible on the 2600. Well I do confess that I don't much care for flicker. However, Rescue is a port of an arcade game and the original design just happens to suit a non-flickering kernel. Though I have taken many liberties with the original game (heck, the coin-op is b/w) I haven't found a need to make any change that would require me to duplex the sprites. -- mor@xxxxxxx http://www.crl.com/~mor/ -- Archives updated once/day at http://www.biglist.com/lists/stella/archives/ Unsubscribing and other info at http://www.biglist.com/lists/stella/stella.html
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