Re: [stella] Gunfight 2600: One Step Forward & Two Steps Back

Subject: Re: [stella] Gunfight 2600: One Step Forward & Two Steps Back
From: Glenn Saunders <cybpunks@xxxxxxxxxxxx>
Date: Tue, 27 Feb 2001 01:14:46 -0800
At 09:38 AM 2/27/2001 +0100, you wrote:
With the old perspective I've one big advantage: (Nearly) full-screen
movement freedom of the players. You might for example be able to chase
your oponent around the cactus if you like :-)

That makes it sound like the 1-on-1 combat segment of Archon.

The traditional gunfight games are really not that different from so many modern "railed" 2D fighting games. They force the opponents to face eachother. It kinda makes sense, but it is still a constraint.

Remember that Gunfight was one of the very earliest videogames. As such, the playpattern, while classic, has a lot of room for improvement. Outlaw had all the features in there, it's just that in quad-width the players were so big that it was way too easy to hit eachother, IMHO. Certainly given the 2K limitation and that it has the playfield bitmap in the center, it's a pretty impressive technical achievement, although not that great to play. The Astrocade Gunfight was far superior.

I am NOT against flicker, but when your eye is focused primarily on the two gunfighters facing eachother off, flicker is going to be really obvious. Flicker is better for games that have fast moving sprites filling up the screen, constantly overlapping and often becoming solid when vertically separated. Stargate and Solaris are good examples. You don't mind so much that it flickers if the payoff is a screen full of activity.

You'd have to do some repositioning whenever reaching a segment border.

Maybe try disassembling Air Sea Battle or Canyon Bomber?

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