Re: [stella] Thrust!

Subject: Re: [stella] Thrust!
From: "Clay Halliwell" <clay.h@xxxxxxxxxxxxxxxx>
Date: Wed, 17 Nov 1999 17:14:19 -0600
Thomas,

This is incredible!  Definite commercial-quality (in 2600 terms) work.
I've spent hours on the 8-bit Atari version of Thrust, and got
immediate deja vu within the first few seconds of play.

It seems like the biggest thing missing is also the hardest thing...
the ball physics. Do you have a good idea how those were done? Could
be a deal-breaker if you don't...

 --
Clay Halliwell           | ATARI XL/XE   DO + THE
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-----Original Message-----
From: Thomas Jentzsch <tjentzsch@xxxxxxxx>
To: Stella Biglist <stella@xxxxxxxxxxx>
Date: Wednesday, November 17, 1999 12:57 AM
Subject: [stella] Thrust!


>Hello,
>in the last months, i have followed the list. Soon i
>got the idea to write my own game. This should be a
>vcs clone of one of my favourite C-64 games, called
>thrust!
>
>I had to realize a 2d-scrolling PF, reused players and
>some missiles. It looked nearly impossible to me to
>put it all together, but i always liked to work with
>bits and bytes.
>
>The binary is what i got at this moment, just the
>kernel and some basics, most of the gameplay is still
>missing. What do you think? Does it work on a real
>vcs? I have no access to real hardware, just testet
>with z26.
>
>I've nearly reached the 4k limit, but the game will
>need at least 2k more. So i just started to implement
>the standard atari bankswitching (may be i will change
>this to the supercharger format).
>
>
>
>
>
>
>
>
>=====
>Thomas Jentzsch           | *** Every bit is sacred ! ***
>tjentzsch at yahoo dot de |
>__________________________________________________________________
>Do You Yahoo!?
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