Re: [stella] JoustPong: maybe ditch "poorlords" wall

Subject: Re: [stella] JoustPong: maybe ditch "poorlords" wall
From: Glenn Saunders <mos6507@xxxxxxxxxxx>
Date: Tue, 13 Jan 2004 09:53:52 -0800
BTW, I've seen all too many Flash/Shockwave/Java version of Pong that have too-realistic ricochet physics in which the ball winds up moving almost entirely vertical and you wait 5 minutes for the ball to trace across the screen. The website that Nolan Bushnell was associated with way back when had this problem. It was outrageous.

So Pong physics have to limit the number of angles to insure a decent amount of X movement, which is all the better for simplifying the 2600 coding.

At 05:43 AM 1/13/2004, you wrote:
When the ball was moving at a fixed speed, at least, fixed angles
worked well--better than I expected, actually, since previous versions
of the game had multiple ball angles (usually a fixed X speed, with
the Y speed influenced by the speed of the paddle it hits...the troble
when I put that into this game is that the not-fine-grain-enough speed
led to too many flat (horizontal) ball paths

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