Re: [stella] Gunfight 2600: Red River

Subject: Re: [stella] Gunfight 2600: Red River
From: Erik Mooney <emooney@xxxxxxxxxxxxxxxx>
Date: Wed, 11 Apr 2001 02:23:52 -0400
On Tue, 10 Apr 2001 23:44:28 +0200, you wrote:

>The River demo should additionally show one litlle *bug* I'd like to
>exploit as a feature: Since one of the bullets is the ball, it becomes
>invisible on the river. A nice tricky add to gameplay, don't you think?

It's tricky, yes; and does give a sizable advantage to a player that fires
such a bullet.  In fact, I see strategy developing to establish control of
the inviso-bullet, by timing it so that you fire again as soon as that
sprite disappears and the magic bullet is again available.

>I now made a descission two enhance the two modes that are switchable at
>the moment (fast/slow bullets) in a way that fast bullets would mean
>Sheriff-Mode and slow ones Deputy-Mode. I'll add a mandatory reload
>after 12 bullets are fired in the Sheriff-Mode. Six would interrupt the
>gameplay too much I think, besides every cowboy has two guns, just take
>a closer look :-)

Have you given thought to expanding the bullet routines to allow many more
bullets onscreen without scads of flicker?  Specifically, try using a
sprite-sharing routine to reposition one missile to display it multiple
times.  During scanlines occupied by cowboys, flicker any missile beyond
the first, but in general the flicker would be much less bothersome, if
you can do it :)

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