Re: [stella] Dungeons

Subject: Re: [stella] Dungeons
From: Russ Perry Jr <slapdash@xxxxxxxxxxxx>
Date: Tue, 24 Apr 2001 08:21:33 -0500
At 8:59 AM +0200 4/24/01, Manuel Polik wrote:
>Glenn Saunders schrieb:
>> One word: Supercharger.

>Glenn, I know you're always trying to move people in that direction. But
>I'd never go that way. To me it's not the *real* thing. Doing something
>for the Supercharger is like cheating. 

That's like saying that Starpath was cheating.  Heck no, they made it
work in the VCS, so it's hardly cheating, right?

Burger (an occasional poster here) had worked on a device that even
had it's own *processor* that allowed you to do even more than the
Supercharger does.  Cheating?  Not if it follows the rules the VCS
lays down.

Would you also say that Pitfall II cheated for its extra chip?  Of
Mountain King for the RAM Plus?

>If I really wanted more RAM, better graphics abilities, larger medias
>and such, I wouldn't go for the VCS as a target anyway...

I do understand what you're saying, but I don't think it's fair to
say that the Supercharger is cheating, but rather you seek the larger
challenge of developing within the 4K ROM format.

>Hope you don't mind, that's just my personal opinion. Besides - judging
>from the # of homebrew cartridges compared to the Supercharger stuff,
>I'd say there's more people thinking like that...

On the other hand, you have to keep in mind that the Supercharger
introduces other challenges to coding 2600 games -- making sure it
loads appropriately, and if you decide to do multiload, how to fill
the game meaningfully.  I think most people who have coded for the
2600 think they should start with the basics first, but then never
get back to another game because of how much time the first took
them...
-- 
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