Subject: RE: [stella] Variable flicker vs. intelligent flicker From: "Dennis Debro" <debrodennis@xxxxxxxxxxx> Date: Sun, 1 Aug 2004 08:12:50 -0400 |
Hi there, > > Lock 'n Chase is a good example of this trick. Very clever! > > I had never looked at that game before. Wow! Try to get 3 enemies in the > same zone :-) This is exactly what I was thinking too. I forgot about > Super > Football like Glenn mentioned. I thought about this again and although those are good examples of reducing flicker it's not quite what I was thinking about. I guess I was excited to see no flicker in Lock 'n Chase :-) As I said these are good examples of reducing flicker but the sprite animation is the same. What if you had different sprites? Using Keystone Kapers as I mentioned earlier let's say you had to display a ball, shopping cart, radio, and Keystone Kelly all in the same zone. Using an "intelligent flicker" this could yield a 50 hertz flicker vs. a 20 hertz flicker. Has anyone seen a game that does something like this? Take care, Dennis
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