RE: [stella] Crazy Valet

Subject: RE: [stella] Crazy Valet
From: "Brian Prescott" <bprescot@xxxxxxxxxxxxxxx>
Date: Sat, 11 Nov 2000 17:01:39 -0500
Hi Thomas.  Thanks for looking at my page and for the questions.

- You are correct, the whole game is basically "fun with playfields" except
for the cursor, which is player 1.  I tried to integrate player 2 to mark
the important car, but ran into problems.  (See below)

- I added sound effects for when a level is solved.  You'll get the idea...
(See below)

- I consider myself very lucky on this game, as I started to reach the end
and integrate nice little things I wanted to put in, I ran out of memory.
After reshuffling my graphics and sound data to avoid crossing pages, I had
about 16 bytes left out of the 4K on the current version of the game.

- If you follow the links for Philip Cheng on my web site, he has a few
links to other Rush Hour websites, including a fellow that has a java
version that has different puzzles each week.

Also, I have added additional content to my Crazy Valet web page, including
a download page at which you can download a demonstration version of the
game to decide if you want to request a cartridge.  Please visit the page

And as always, questions or comments are welcome.


-----Original Message-----
From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx]On
Behalf Of Thomas Jentzsch
Sent: Saturday, November 11, 2000 8:29 AM
To: stella@xxxxxxxxxxx
Subject: Re: [stella] Crazy Valet

Hello Brian,
you wrote:

BP> I would be delighted to hear any questions or comments you might have.

I didn't know that game before, so i followed some of
the links on your page. Hey, i like it! Thank you!

Your conversion looks quite good and i have some
comments and questions:
- It looks like everything except the cursor is done
  with playfield graphics. If you use a player, it
  should be possible to color the players car. That
  would add some color to the game, which i am missing
- Do you have any sound effects?
- You write that your game has 26 levels. I think this
  limits the fun a lot. If you have any space left, you
  should add some more challenging levels.
  It would be even better, if you find a way to generate
  levels on the fly. I don't know an algorithm for
  this yet (i'm going to find out), but i think it
  should be possible. Maybe somebody else has an idea.


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