RE: [stella] Space Instigators - Final/Final

Subject: RE: [stella] Space Instigators - Final/Final
From: "Albert Yarusso - AtariAge" <albert@xxxxxxxxxxxx>
Date: Sat, 19 Oct 2002 03:25:21 -0500
Looks good!!  The only thing weird that I noticed is that when you first
fire up the game your ship is in the "exploding" state.  Is this
intentional?  I tried it out in StellaX.

 ..Al

> -----Original Message-----
> From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx]On
> Behalf Of Christopher Tumber
> Sent: Saturday, October 19, 2002 1:18 AM
> To: stella@xxxxxxxxxxx
> Subject: [stella] Space Instigators - Final/Final
>
>
> So, I did get an occaisional roll near the end of a level just as
> the Saucer comes out (and if you fire at the right time?). So I
> messed around with moving some more code out of the Vertical
> Blank. However, then I realised that the Saucer shouldn't be
> coming out anyway when there are so few Instigators left. So I
> made the Saucer stop coming out once there are only a few left
> and that should have taken care of it. (knock! knock! knock!)
>
> All changes to this version:
>
> - Waits for player to press fire to begin a new level.
> - Fixed phantom death when Instigators were low (Shots were
> supposed to be turned off but I wasn't really clearing the shot).
> - Fixed screen roll during Reset.
> - Moved some code from Vert Sync to Overscan.
> - Added an "explosion" when you're killed.
> - Adjusted starting scanline and number of scanlines Instigators
> drop down each level.
> - Adjusted rate at which Instigators speed up.
> - Instigators will start shooting again (after they've stopped)
> if you kill off the bottom row(s).
> - Saucer no longer appears once a minimum of Instigators is reached.
>
>
> I'm happier with the difficulty now but it still doesn't get
> challenging until a couple levels in. But it never really gets
> "impossibly hard". Maybe I'll have "fast shots" turn on
> permanently after a few levels... (Yeh, that sounds right... Done!)
>
> Chris...

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