Re: [stella] Shooting games

Subject: Re: [stella] Shooting games
From: Colin_Hughes@xxxxxxxxxxxxxxxxxx
Date: 16 Jun 97 15:17:56
I thought about smooth diagonals, they should be pretty easy, but I need 
to use both missile graphics for them.
Just use a 4 pixel missile ( or ball if only one diagonal is needed ) 
and overlap it with the playfield edge. HMOVE it every line to match up 
with the gradient.
However I really want to use both p0/p1/m0/m1 for the monster graphic, 
so at the moment I've made the 3D backdrop by only using PF graphics. It 
looks at bit crude, but I'll leave any improvements to it until I've got 
my monsters in. ( I might try interlacing the use of missiles between 
the monster and the diagonals - I'd only have to do it in the region 
where the monster is active. )

I'm thinking of a 1942 style shooter with jets - I should be able to 
allow flying above and below clouds using the priority functions...



On 16 Jun 1997 Colin_Hughes@xxxxxxxxxxxxxxxxxx wrote:
> I've also started work on a 3D maze game, kind of capture the flag 

You may want to try stealing the diagonal routines from Mindmaster.  It's
possible to get smooth diagonals.  I don't know how Mindmaster does it.
I'm sure Dennis Caswell won't mind, but if I get a chance, I'll ask him.

> different sizes. I've got a feeling that this one wont fit into 2K.

You've got 6K to work with if you write for the Supercharger, and you can
multiload it like Mindmaster.

> I'm also going to try my hand at a shooting game, because I always 
> them, ( I actually played 2600 Phoenix and the real arcade Phoenix via
> the relative emulators and I think the 2600 version is damm good )

I never liked the way Phoenix came out.  It's too damn easy, plus no
stars, plus the mothership wave is very disappointing.  I'm sure it could
be done better.  I'd be interested in seeing how CBS' GORF for the 2600
came out, the 400/800 version is damn good.  I believe Tigervision
released Threshold for the 2600, too, another I haven't seen.

Astro Blaster might make for an ambitious port or blueprint for a game.

Also, a better Vanguard-like scroller-shooter would be a good idea.  You
could then use multiloads for different waves or sets of waves.

Also, 2600 games never really got into powerups.  Normally that's a good
thing since game balance tends to suffer with powerups but if you wanted
to try something new, you could do a scroller/shooter with powerups.

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