Subject: [stella] Oystron High Scores From: Glenn Saunders <krishna@xxxxxxxxxxxx> Date: Wed, 10 Dec 1997 23:18:39 -0800 (PST) |
I finally tried the newest version on a real 2600 (actually a 7800) which was modded for composite. It runs significantly faster than it did on the emulator on a 486/100, which makes it that much more challenging. Despite this, with some practice and mental discipline, I've scored over 11,000 on level 1. What are your high scores so far? Also, does everyone agree with me that the Warp mode in Oystron is one of the most frantic experiences you can have on the 2600? Oystron is the kind of game that demands your constant attention the way Robotron does. One must be mindful of the entire screen at all times and there is always something to take care of, either gathering pearls, avoiding enemies, destroying enemies from the front, or destroying theives from the rear. It also requires precision flying due to the inertia. So many modern games let you sit around and wait for things to happen, or give you a breather between levels. Oystron is fast and furious from start to finish in the greatest tradition of classic quarter eaters of the early 80s. It will frustrate lazy gameplayers who are used to snoring through a single 30 minute game, but it will inspire those who have the guts to master a game of this type. It's been a long long time since an Atari 2600 game has commanded my interest for days at a clip. Oystron has revived some of the enjoyment for videogames I thought had lost me when I entered my 20s. Playing the classics is great, but you can only break in a classic once, like the first time you played Asteroids or Missile Command. Discovering the subtleties of Oystron really is like going in a time machine back to 1981 and breaking in a new Imagic or Activision title and I encourage others to specifically write original titles using Piero's model. It's really unfortunate that none of the programmers I interviewed has sought to check out and comment on this game, to perhaps validate its quality compared to their origial classic titles. Perhaps Burger Bill would like to render his opinion?? I can't wait to see some of the other titles get closer to their final form. It's this kind of thing that was what I really wanted to come from the Starpath CD project more than anything else. I think I've made this quote before, but Rob Fulop said to me, "This system is all about gameplay". There are no temptations to use 3D hardware or 24-bit color or full motion video here. The 2600 environment forces you to deliver streamlined code and decent gameplay in every single byte. It's great both as a technical AND creative exercise. I hope all of you recognize the rewards that can come from this, rewards that are far greater than just winning the contest. ========================================================================== == Glenn Saunders --3D Graphics / Videography / Web development-- == == krishna@xxxxxxxxxxx homepage http://www.geocities.com/Hollywood/1698 == == Stella@20 video page http://www.primenet.com/~krishna == == TV Commercials page http://www.lawguru.com/production/production.html== ========================================================================== -- Stella list is Administered by krishna@xxxxxxxxxxxx <Glenn Saunders> Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html +-shameless plugs-------------------------------------------------------+ | Stella documentary at http://www.primenet.com/~krishna | | Nick's VCS links via http://www.primenet.com/~nickb/atariprg.htm | | Write the best game, win framed autographs of famous Atari alumni!! | +-----------------------------------------------------------------------+
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