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Subject: Re: [stella] Starmaster disassembled From: cybergoth@xxxxxxxx Date: Tue, 31 Jul 2001 11:13:54 +0200 (CEST) |
Mornin'!
Von: Glenn Saunders <cybpunks@xxxxxxxxxxx>
Manuel Polik wrote:
> >>
> The ultra-hard part of doing Star Fire is, that it has to compete
> with Starmaster, which unfortunately is - just perfect!
> <<
> It's good, but I don't think Starmaster is perfect
> if you compare it to the original Star Raiders.
I meant 'perfect' more in a sense of realizing such a game within
the VCSs abilities/limitations and compared to its competitors
Star Voyager, Star Raiders and Star Wars.
With *original* you're refering to the arcade I assume?
I think comparing to this is a bit unfair.
As for the following comments I give - I wanted to do some
similar discussion before starting the Star Fire project again next
year, i.e. Take all 4 'Star-' games of the VCS and analyze all the
good, bad & ugly stuff of them and find ways to improve on this
type of game in general, just like some guys did here recently
with 'E.T'. Though it's coming a bit early now for my purpose,
I of course welcome any of your or other peoples suggestions
and write all usable content of it down in my 'Star Fire' papers. :-)
> There are some features of Star Raiders which no 2600 space sim has yet
> implemented. These are:
> 1) variable speed thrust (Star Fire also has this, via analog control, and
> also reverse, which Star Raiders doesn't have).
I think that's hard to achieve with the available VCS controlers.
Do you have an idea of realising this? I think it wouldn't work
to well, if one would mix a joystick and a paddle to do this.
> 2) aft view
Do you mean switching the view completely or doing a permant
rearview mirror?
> 3) Long-range scanner
This I've planned definitely for Star Fire. I think a way better
scanner than the one of 'Defender' is doable.
I think the one from Battlezone was quite acceptable...
> Also, Starmaster only presents one enemy at a time. Star Raiders can have
> two or I think even three enemies attacking at once.
More than one enemy is a definitive must for Star Fire, too. Since it does
completely without any strategic/map part, one has to present a
furious action firework here, to get any adrenalin going :-)
> 2600 Star Raiders gets the main action display down well enough,
Uhm... it's flickering, or?
<grumble>
Why - Oh Why - is flicker accepted everywhere in the classic
games, but not in mine...
</grumble>
> it's just
> that the whole galactic map with just one starbase and one group of enemies
> is ultra-lame. It takes all the strategy out of the game. That's probably
> a byproduct of a lack of RAM. With more ROM and RAM, most of the other
> features could probably creep back in.
Hm... I must admit, that I've never thought about doing such a big
project before. In fact, I'm not too certain about what a bigger ROM size
would gain for the gameplay. Wouldn't for example the
'main action display' have to run completely in 4K anyways?
Greetings,
Manuel
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