RE: [stella] Warring Worms user interface

Subject: RE: [stella] Warring Worms user interface
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Mon, 18 Feb 2002 08:10:04 -0800


At 09:04 AM 2/18/2002 +0100, you wrote:
For a programmer this might be handy, but for the normal people, I guess that is not understanble.
Why not using digits here too?

I agree. Now, it may be tough to do the 3 digits at the bottom, but it's a necessity.


Not only that, but there is no need for reset and select to go back to variation 0 because the typical way you'd do that with a 2600 cart is to power-cycle the VCS ;) Select and reset should move forward quickly, like Space Invaders. I think Asteroids does it that way too, but somewhat slower since it has fewer variations.

2600 user interface conventions make a lot of sense, I think, both styles, the numeric and the late-era menu one. You have to have a really valid reason for breaking from convention.

> BTW: What about a TRON light cycle mode? Then Kyle won't have to hack Surround or your game ;-
)The thing about Tron light cycles in the Midway game is it supported 2, maybe 3 speeds depending on whether you pushed back or forward on the joystick. This added a lot to the game, although I admit that due to the resolution of 2600 playfield, it might not work out well that way.


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