Subject: Re: [stella] Stella Programmer's Guide Overhaul Project From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Fri, 19 May 2000 09:03:29 +0200 |
At 18.57 18/05/00 -0700, you wrote: >Most games run sprites along horizontal rails so that they can get two >groups of sprites, 1, two, or 3 copies a piece, and slide them back and >forth. Megamania and Oystron are good examples of that. Other games like >Journey Escape do regular sprite clones and then scroll those down. Most Activision games follow these concepts, and don't have flicker at all (peraphs Commando is the only one with a little flicker.. anyone can confirm this?).. one side-effect is that many Activision games look the same :-) Spider Fighter is very interesting, because it makes you think that the sprites have an higher freedom of movement. Obviously there's a trick here too, but it's done very well. I think that this explains a part of the succes of Activision games over Atari when they first came out; Atari programmers used a lot of flicker without too much shame at the time, while the beauty of Activision graphics was easily recognizable. BTW, I think that a list of games with descriptions of the different kinds of "classic" kernels would be a great chapter for a book/faq project. Ciao, P. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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