Re: Aw: Re: [stella] Gunfight 2600: The final Kernel!

Subject: Re: Aw: Re: [stella] Gunfight 2600: The final Kernel!
From: "Gary Szwiec" <gszwiec@xxxxxxxxxxx>
Date: Fri, 27 Apr 2001 13:06:12 -0500



From: Russ Perry Jr Reply-To: stella@xxxxxxxxxxx To: stella@xxxxxxxxxxx Subject: Re: Aw: Re: [stella] Gunfight 2600: The final Kernel! Date: Fri, 27 Apr 2001 08:32:21 -0500

At 12:53 PM +0200 4/27/01, Piero Cavina wrote: >At 11.26 27/04/01 +0200, cybergoth@xxxxxxxx wrote: >> > - remote controlled bullets: sounds silly, but can be fun.

>>I doubt that this this'd work, since you'd not only >>move both bullets, but the cowboy, too. This mode works IMHO only >>when having more *stationary* players and only one shot.

>Just don't let the player move while his moveable bullet is around.

Or just let them all move at once (possibly just allow one bullet). Other games do this, and of course in guiding your shot, you may end up running into another bullet, so there's a risk factor, and the challenge of watching both bullet and man. Try the Space Invaders variation with guidable shots...

>> > - "duel".. the two cowboys can't move, the one that shoots first wins. This >> > is a kind of "reflex tester"..

>>Sounds cool too.

Yeah, I kind of like this idea myself.

>You should use the graphics in the middle, as a signal for the duel to start. >For example, a clock striking 12! ;-)

Heh, picturing a highly pixellated Sharon Stone...

"Coming soon: The Quick And The Dead for the Atari 2600"

Yeeha! --
//*================================================================++ || Russ Perry Jr 2175 S Tonne Dr #114 Arlington Hts IL 60005 || || 847-952-9729 slapdash@xxxxxxxxxxxx VIDEOGAME COLLECTOR! || ++================================================================*//


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