Re: [stella] RE: stuff never done on the Atari

Subject: Re: [stella] RE: stuff never done on the Atari
From: Piero Cavina <p.cavina@xxxxxxxxxxxxx>
Date: Tue, 9 Sep 1997 22:58:32 +0100
At 9:01 -0500 9-09-1997, Robert "A." Colbert wrote:

>The first one, Race, shows a
>scrolling, asymmetrical playfield with Player 1 and Player 2 present.
>Unfortunately, with the vast amount of timing difficulties, I can only
>have 1 missle present.  At any rate, I'm taking a break from this project
>for a little while, I've burned out on it and need a fresh brain next time
>I look at it.

Great work Bob, now please promise us that your new game will be
arcade/action, not puzzle-strategy! ;-)

>The other program, multi, you may have seen before, since I
>uploaded a previous version of it to this list. It is showing 8 copies of
>player0 on the screen using a smart algoritm to reduce flicker.

A welcomed come-back, I was very surprised that the "Sprites" demo you sent
some time ago didn't evolve in a true game.
Do you think you could add a non-flickering sprite for the player (even
And a couple of missiles?
I consider this program very important because it's probably very similiar
to the routines developed by Atari for many of their best games (Kangaroo,
Dig Dug, Ms. Pacman...). From what I remember of the source you posted, the
sprite scheduling algorithm looked more complex than the kernel itself...

Speaking of flicker... has Activision ever made a game with flicker (even
"intelligent" flicker, like in Bob's program)?? I think not.
Personally, I'm not totally against flicker... better some flicker and good
gameplay than no flicker with bad gameplay :-)


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