Re: [stella] Trick12

Subject: Re: [stella] Trick12
From: "Thomas Jentzsch" <tjentzsch@xxxxxx>
Date: Mon, 12 Mar 2001 12:38:59 +0100
Glenn Saunders wrote:
> This is REALLY COOL and opens up the door to a lot of different games that 
> would otherwise be constrained to six sprites or the use of playfield.  For 
> instance, Okie Dokie could be rewritten for 12 sprites, or a version of 
> Othello or Go.

I didn't realized that, but I think you're right. 

> Quite a breakthrough!

Thanks! I wish, somebody would find a nice name (like "Venetian Blinds") for it :) 

I used a similar concept for the score display in Jammed (the extra minus!), but it's hard to see there, because I always blanked sprite #4. I'll soon post the source of this too.

> After casually reading the Thrust source code I'd have to say that Thomas 
> is really a fantastically innovative programmer.  The use of the illegal 
> opcodes in particular in Thrust, by the looks of it, was the only way that 
> game was possible, timingwise.  It's hard to tell to the casual player that 
> that game is just barely doable by pulling out all the stops on the 2600...

Thanks again! 
I know there are other members of the list, who were and are very innovative too. Some others may just need more time. And the list wouldn't even exist, without all the others and you, Glenn!

And I'm sure, that there are still more hidden "stops" on the 2600, which are waiting to be "pulled out" by someone ;-)

Have fun!
Thomas Jentzsch         | *** Every bit is sacred ! ***
tjentzsch at web dot de |

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