Re: [stella] Gunfight 2600: The final Kernel Part 3

Subject: Re: [stella] Gunfight 2600: The final Kernel Part 3
From: Manuel Polik <cybergoth@xxxxxxxx>
Date: Thu, 09 Aug 2001 22:35:02 +0200
Hi Glenn!

> Wow, I haven't looked at the Gunfight game in a while.

/me too :-)
> I'm glad you didn't go with the other perspective.  Perseverence really pays
> off.

(On a side note: I dropped all elements I was thinking *loud* here about
adding Breakout-like stuff. I came to a conclusion that this'd be too
far from the original gunfight/outlaw gameplay)

> It didn't sound like you'd be able to get this far with this
> orientation.

To be truthful: I wasn't too sure that it'd 'work out' in the end
either. And I owe Thomas a lot for me helping me to push the kernel that
> This kernel looks like it can pretty much do everything Outlaw can do but
> with the nicer smaller sprites and multicolor.

Yep. Doing a better Outlaw was one of the main factors motivating me.
Plus I wanted to have all the best elements (and more!) of any
Gunfight/Boothill, Outlaw & Showdown game ever made. (On a side note:
Without stripping much more than the music, the actual Gunfight 2600
would still fit in 2K :-))
> Some questions and comments...
> How many bullet speed options are there?  The default one is pretty slow and
> easy to dodge.  

There's two speeds, normal and doubled, accessed via one of the
difficulty switches. The fast bullets only work in the non-shootable
levels That are, (numbered from startup) the levels 3,4,7&8.

> Is there a "no bounce" option so that bullets don't bounce
> off walls?

The vertical bounce is a must, otherwise the diagonal bullets wouldn't
be able to cross to the other side of the screen. If desired I can turn
of the horizontal bouncing on/off via the bw/switch. (that's the only
switch currently unused)

> Why not make the refill cartridges show up in random places?  Maybe an
> option?

They already have a vertical randomness. Again: I can add horizontal
randomness too, if this'd be a desired option.
I just thought vertical might be enough :-)
> Can you shade the background around the score area, to give it a sunset ala
> Activision?  It will help partition the screen between the score and the
> main playfield.

Possibly. At the moment the routine is a one line kernel, but dislaying
two lines. At the cost of doing a real two line kernel here (i.e. ~
doubling the required ROM), I might be able to do so. I'll further
investigate that.
> Can you change the score font to give it a more western look to it?

I can try too, but I fear that's hard to achieve with the limited 8
pixel width.
I'll analyse some C64 games to see if I find a western 8*8 charset...

anyway, thanks for your input!


Archives (includes files) at
Unsub & more at

Current Thread