Subject: Re: [stella] Collaboration From: "Albert Yarusso" <albert@xxxxxxxxxxxx> Date: Wed, 15 Jan 2003 02:13:42 -0600 |
So, should I re-add Death Derby to our "In Development" page on AtariAge? :D ..Al ----- Original Message ----- From: "Glenn Saunders" <cybpunks2@xxxxxxxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Wednesday, January 15, 2003 12:36 AM Subject: Re: [stella] Collaboration > At 11:13 AM 1/14/2003 +0100, you wrote: > >Should they be able to move (slowly) through the safe zones? > > No, they'll bump off it similar to the tanks in Combat. > > > > Maybe if the tombstones had just 1 extra scanline (that would normally > > be a > > > tombstone line--lots of CPU available) between them we could get the ball > > > positioned in there? That way I could have the gremlins drop grenades > > > when they are within the vertical range of the grenade line, and they'd be > > > able to drop it anywhere horizontally on that line. > > > >I think we would need 2 extra scanlines for that and with multiple > >grenades we would have to reposition them inside the kernel too. Or they > >had to flicker. > > 2 scanlines might still be narrow enough between tombstones to look > okay. It might actually be a good way to separate the tombstones > vertically. The way it is now two tombstones on top of eachother look like > one continuous stripe. Could you try experimenting with this please? > > >I think I need to play the original game to understand every detail your > >are talking about. AFAIK DD isn't emulated by M.A.M.E, any other chance to > >play it? > > The only place it's up for public viewing is California Extreme, which is a > coinop convention every September. I've been wanting to go for two years > straight to do research but never could break away. > > I could get Rob Mitchell to send you a copy of his VHS screen footage, but > it's pretty brief and really bad quality video. The guy shot the screen > rather than tapping the composite video line. > > My website has about as much information you could find on it without > playing the game, I think. The manual that comes with it explains the > gameplay pretty well. > > http://www.homebrewgames.net/deathderby/index.cfm?action=service_manual > > The collision behavior: > > "When you crash your car into anything, whether it be a Gremlin, cross, or > a boundary (line), your car will pause briefly before moving again, unless > you immediately shift it into reverse to back away from the scene of the > crash. Even if you do not back away, your car will begin to move again. It > is thus possible to crash into and pass through, after a pause, any boundary." > > It doesn't really explain what happens if you manage to hit a gremlin > within a safe zone. But I suspect you'd just pass through them or you'd > crash and they would not turn into tombstones. > > > It would be nice to extract the graphics from the ROM data. I think it > uses ROM chips for the sprites like Tank does. Here is the link to the manual: > > http://www.spies.com/~arcade/manuals/DeathRace.pdf > > here is the state of emulation: > > http://unmamed.mame.net/no_cpu.html#DeathRace > > You will notice in this screenshot that there appears to be two gremlins on > screen at once. The in-game footage I have doesn't feature this. It might > only happen if you coin up both players because I believe the in-game > footage only had one car moving, the other was stationary. That would > explain it. > > >Utilizing the ball won't be easy. And doing this only for the challeng IMO > >doesnt make too much sense. > > I think the best kinds of classic games are ones in which there are > multiple competing objectives where the player is forced into snap > judgement. In chess that would be the mid-game where you often have > opposing pieces locked on the verge of an exchange or mutual checks. In > videogames, that's how you get into the "zone". All of Eugene Jarvis' > Williams games feature that aspect. It's hard to do that without getting > more objects on the screen, something the 2600 has trouble with. Having > friendly/hostile zombies does satisfy that criteria, but adding one extra > wildcard as a powerup or an obstacle I think will help, something beyond > the ghost that will happen during the main gameplay mode. > > >That will only be possible by doubling the kernel(s) for each additional > >zombie. > > Scratch that then. I doubt it will be that important. As the tombstones > fill up the screen it will be too hard for clusters of zombies to navigate > around them anyway. > > >That shouldn't be a big problem. Should the cars or zombies be able to > >move over that border? > > Only the zombies. > > > -------------------------------------------------------------------------- -------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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