Re: [stella] PUSH playable demo #1

Subject: Re: [stella] PUSH playable demo #1
From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney)
Date: Sun, 17 May 1998 16:04:05 GMT
>Your job is to push the purple squares (there are 6 of them) onto the
>animating target positions.  You are the grey square.  You can ONLY push the
>purple blocks, once you've made a mistake, you'll have to restart it.  Its
>harder than it looks.  You can only push a block if the square it will move
>to is empty, or a target position.

6? I counted five.  And you can push a block out of a target position if
you want (and I had to do this a number of times, but I solved it on my
first try).  The Reset switch doesn't seem to restart the game.. should it?

>Obviously, I'm after a bit of feedback.  Worth pursuing this genre of game?
>Anybody actually have fun trying to solve this simple single screen?  It IS
>do-able, by the way - I just did it :)   In the future, of course, comes
>sprite usage - I have a fair bit of kernel time available, as the ONLY
>kernal usage at the moment is the playfield rewrite to achieve the full
>screen non-reflected PF.  I expect you will become a sprite, and who knows..
>maybe a 2 player version.  I need to do a reorganisation of my internal
>representations, as I've got a couple of ideas.  Also, of course... LOTS of
>different screens, perhaps a random screen generator, who knows.  Maybe
>you'll all hate it and I'll try something else :)
>Just thought I'd throw it out to the sharks and see if there's any interest.
>Feedback, at this stage, is very important to me.

I only tried it on the emulator (I'm in the process of moving across
campus, so my console isn't set up at the moment), and the flicker is
annoying, but the game is perfectly playable.

As for whether to continue with it, well, that's up to you.  I'd rather see
an action game, but if you want to continue with this, go ahead.. just
don't expect me to zone out on it :)

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