Subject: [stella] [Stella] 2600 fighting games From: <kurt.woloch@xxxxxxxxx> Date: Tue, 14 Apr 1998 10:44:26 +0200 |
On Wed, 8 Apr 1998, Songbird wrote: > I have not had a chance to look at the demo yet, but isn't there a 2600 > cart called "Karate" or something bland like that that featured really > large characters? It was very blocky, but definitely covered most of the > screen. That's right. Karate characters are one color, 4-scanline-resolution, and 8-pixels wide (double width), Still, they fill about 80-100 scanlines. I've looked into some other BINS of fighting games for the VCS. I think the most impressive were "Kung-Fu Master" by Activision, "Realsports Boxing" by Atari and "Pro Wrestling" by Absolute Entertainment. Realsports Boxing characters also seem to use the missile for the boxer's glove, and some HMOVE's to bend the head of a character that's hit. "Pro Wrestling" also bends the characters when they're lifted by the opponent, so they seem about 20 pixels wide, but only 8 in each scanline! (or was it that they are double-widthed to 16?) At "Kung-Fu Master", the character is also expanded when it hits the opponent, again using its missile. All these only have 8-pixel characters, but they don't flicker, and have some in-player color changes to look really realistic. I also looked into "Boxing" by Activision. The characters there are monochrome, but definitely more than 8 pixels wide, and still don't flicker! I think they also used some missiles, but I don't know how. (I think this has already been discussed once on this mailing list.) Robin Habron wrote: >Haven't you ever played any karate-type games on any of the other >8-bit systems that used Atari-compatible joysticks? :) Well, I've also played some of them on the C-64 (Kung-Fu Master, Exploding Fist, Fist II, Yie ar Kung-Fu, IK) and Amiga (IK+), and also written a small Yie ar Kung-Fu port for the TI-99 using XBasic (but that rather looks comical). I didn't try to figure out the joystick functions of the 2600 Kung-Fu Master, but they also seem to be rather complex, but intuitive. Also, in Exploding Fist, as I remember, for a definite move, you had first to kneel down (Joystick down) and THEN move the joystick right to achieve another punch than you would, for instance, by pushing right, then diagonally down. You could also think of such combinations, giving more than 16 possible moves. Good punching (the 2600 to the edge...) Kurt WOLOCH -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html Don't post pirate BINs to Stellalist. Be a programmer, not a pirate. Write the best game, win framed autographs of famous Atari alumni!!
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