Re: [stella] Seawolf: Day Seven

Subject: Re: [stella] Seawolf: Day Seven
From: Manuel Rotschkar <cybergoth@xxxxxxxx>
Date: Sat, 10 Jan 2004 10:53:57 +0100
Hi Glenn!

> Wow, this game looks fantastic now.  Great attention 
> to detail.


> One suggestion, though.  I would consider moving the 
> horizon up a bit.  In the coinop sea wolf 2 it didn't 
> have much of a horizon at all so it might change the 
> gameplay to have less bufferspace between your shots 
> and the topmost level of ships.  Right now the horizon 
> as nice as it looks, is taking up a pretty large chunk 
> of the playfield. Unless you are planning to add 
> something like torpedo bombers into the game, it's 
> probably not necessary to reserve that much space.

Hm... the horizon is not definite yet, though it is a 
bit early for me to see if it influences the gameplay.

I have a few plans to enhance the game, which will 
counteract against the lost bufferspace I hope:

For example I will try to have more water mines onscreen 
than the arcade (...triple copies...). And, like in 
Seafox, I'm planning on reflecting the torpedoes if they 
hit the Red Cross ship.
And finally I'm considering some more free movement for 
the sub, so that it can also move somewhat vertical 

BTW: More Seawolf ports discovered: Commodore also 
licensed it for C64 and VIC-20 cartridge versions.


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