Re: [stella] Collision Detection

Subject: Re: [stella] Collision Detection
From: Russ Perry Jr <slapdash@xxxxxxxxxxxx>
Date: Sat, 28 Oct 2000 19:35:09 -0500
At 8:23 AM -0400 10/26/00, Rob wrote:
>At 02:03 PM 10/20/00 -0700, Pete Holland wrote:
>>A question occured to me after trying the game X-Man. 
>>In X-Man, if you turn a corner too soon, the VCS puts
>>you actually inside the playfield graphic and, since
>>this is a no-no, boots you back into the aisle.  This
>>costs valuable time moving around the maze.  Compare
>>this to a game like Pac-Man, where the phenomena
>>doesn't happen.

>I don't know about Pac-Man, but Ms. Pac-Man used two parallel sets of maze
>data - one to draw the playfield, one to indicate which directions were
>valid movement for each 'cell' in the maze.  (There's a bug in the code
>that assumes you're using a joystick that won't let you go up and down at
>the same time - it makes you go left and doesn't check that grid, so you
>can end up in a wall.)

CBS's Wizard of Wor may do it similarly, as there's a similar bug, though
I think you can get "in the maze" with a joystick too.
||  Russ Perry Jr   2175 S Tonne Dr #105   Arlington Hts IL 60005  ||
||  847-952-9729    slapdash@xxxxxxxxxxxx    VIDEOGAME COLLECTOR!  ||

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