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Post by gliptitude on Sept 23, 2012 17:34:25 GMT -5
Here is a general explanation of bank-switching: en.wikipedia.org/wiki/Bank_switchingNot sure how they were going to handle the Dark Tower add-ons, but maybe you're right. Saw your email by the way, will respond soon. Ha ha. Yes I have looked at this wiki article in the past, as I have been trying to comprehend bank switching for a while. Hard for me to comprehend though when I don't have an intuitive understanding of basic computing concepts. "Extending the address bus of a processor with some external register"(wiki) seems quite contrary to what I was otherwise thinking the effect of bank switching is. ... But it does seem confirmed to me that bank switching does allow for a "bigger" video game, with the qualification that the added space is totally independent program from the other space. ... I think I've observed that you are much more generous in conveying your knowledge to us laymen than most of the other game programmers are, and I for one have really enjoyed and appreciated that! Thanks for confirming the email.
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Post by VectorX on Nov 14, 2012 22:52:04 GMT -5
Just thought of something today when something came to light for me last night... First off, the Paratroopers hidden game on Gravitrex is based on the Apple II game Sabotage. I only just found out last night a version of Sabotage was released for the PC and VIC-20 called Paratrooper. Game play is pretty much the same, except like with Sabotage, when too many troopers land to one side of your gun (four, I think), the game will end then. Well, in VIC-20 Paratrooper, the men run off the screen, then they return in a tank that blows your butt up. End of game ;D So, something for Dondzila to do at some point: Paratroopers 2! Have game play like the original, but have waves that end. Bring on the planes from Sabotage that drop bombs like in Sabotage as another wave, then have another wave where you've got buildings to protect the troopers from infiltrating, like with the Atari 2600 game Commando Raid (which it was believed for years that Paratroopers was a clone of, but that wasn't quite correct, although the game play is very similar between the two games though). Then have something where the tank is thrown in for another wave, like possibly having the added feature of being able to press a button and a guy with a bazooka will fire at the tank as it creeps up to the side of you. That'd really add some dimension to a very simple, yet still fun game that we already know of, I think
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Post by turbogfx on Nov 20, 2012 8:04:08 GMT -5
I'd have to go with Tempest. Shipped with custom made Vectrex spinner controller ;D
Of course that's wishful thinking...
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Post by gauze on Dec 6, 2012 21:40:25 GMT -5
I saw someone mentioning Spike's Slam Pit in this thread back in september, I would be the lazy guy who never finished that. I pulled out my old (C) sources (some from 2001-2) and for "Spudster's Revenge" (ASM). Sorry to use Vectrex mascots in new games, too late now. Maybe I'll do something with this nonsense.
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Post by VectorX on Dec 6, 2012 22:56:00 GMT -5
I saw someone mentioning Spike's Slam Pit in this thread back in september, I would be the lazy guy who never finished that. Busted! ;D Funny, I was just thinking of adding to this recently, like a better Vectrepede clone (hidden game on Spike Hoppin'), or perhaps somewhat of a Millipede clone. After all, Dondzila got better/his games got faster as he went along, so even if he couldn't do a game with too many mushrooms flickering/slowing stuff down he could still come up with a fun one though!
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Post by gauze on Dec 7, 2012 8:09:52 GMT -5
I wish John would do another game, you are right his games got better as he learned more. I also miss $20ppd carts, those were the days even if the carts were hacked up intellivision carts!
Has anyone heard from Alex Herbert in years? I know he had health problem ... what a talent though!
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Post by VectorX on Dec 7, 2012 11:15:49 GMT -5
Yeah, it's too bad about him. I contacted him once in hopes of setting up a page for him on the Vectrex wiki but didn't hear back. I'd like to see that VecLink in action too, with more than just the fighting game of Berzerk Arena planned for it (I'm not much into beat 'em ups)!
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Post by VectorX on Jan 20, 2013 22:34:26 GMT -5
Just thought of this as I was going through my crappy 25 Games plug and play unit that I got the other week, as there's a game like this one it... Since the Vectrex can handle scrolling with ease, it seems like a clone (or a similar-themed game of such) of Rally-X would be good. That was a fun game
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Post by gliptitude on Jan 29, 2013 17:57:44 GMT -5
I wish John would do another game, you are right his games got better as he learned more. I agree. There are so many awesome elements to his many various games, but it seems like there is still one yet to be made where he really puts it all together at the same time. I don't mean to criticize and I haven't played all of them. I know he has lots of good and complete ones. Gravitrex Plus is definitely my favorite of his. But maybe some things could be added or enhanced in a Gravitrex Plus PLUS edition. Can you imagine a Gravitar level editor!!!
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Post by VectorX on Mar 1, 2013 21:56:10 GMT -5
I saw elsewhere someone say that Fortress of Narzod was somewhat of a vector version of Satan's Hollow. I didn't really agree, since there's no bridge building, repeated boss battles, you don't have a shield, etc. BUT...a Satan's Hollow clone in a Fortress of Narzod environment...now that would be cool, don't you think?
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Post by gliptitude on Mar 2, 2013 14:02:49 GMT -5
I saw elsewhere someone say that Fortress of Narzod was somewhat of a vector version of Satan's Hollow. I didn't really agree, since there's no bridge building, repeated boss battles, you don't have a shield, etc. BUT...a Satan's Hollow clone in a Fortress of Narzod environment...now that would be cool, don't you think? I'm not familiar with Satan's Hollow (too lazy to look it up ATM also), but I think I remember you mentioning that game in a past thread, and posting a pic. ... But it's weird to me how people call games "clones" of other games when the whole layout is totally different, (especially when you're talking about old arcade games where the whole game is one screen). Like when people say that War of the Worlds is a clone of Space Invaders - THAT'S CRAZY! I agree wholeheartedly though that Fortress of Narzod is a great template for new games. Even if you kept all of the exact same elements but just added more bosses and functions, shields etc., like you said - THAT WOULD BE AWESOME. My Astral-Clewe concept was sort of that - a perspective view shooter (like Narzod), but with more functions and bosses. Different though in that you would advance to the next screen much more often, and that you would not interact with the environment at all (the way the walls reflect your bullets in Narzod). The player sprite in Narzod is totally awesome (and the animation when you get hit even more awesome). Also the way it works when you clear a screen ("YOU MAY ENTER NOW") and the game waits for you to travel off into the door at the distant end of the field - really cool. My game lacks those elements and my player ship sprite is really simple and straight-forward. Maybe I can come up with other ways to make it more stylish like Narzod though...
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Post by VectorX on Mar 2, 2013 14:19:27 GMT -5
I'm not familiar with Satan's Hollow (too lazy to look it up ATM also), BOTSS wiki page is here, although to shorten it a bit, various deities fly around (sorta like Galaxian) that you must shoot. With every one you shoot, you get a bridge piece. Once the bridge is complete you travel to another screen and face a boss. That's basically it, but there's more to it than that, of course. but I think I remember you mentioning that game in a past thread, and posting a pic. Yep, put up a topic about it But it's weird to me how people call games "clones" of other games when the whole layout is totally different, (especially when you're talking about old arcade games where the whole game is one screen). Like when people say that War of the Worlds is a clone of Space Invaders - THAT'S CRAZY! That IS nuts. But then, some people can grasp one *element* and say 'this is like that', even if they're not even remotely close, or just go flat-out overboard: ever see What Women Want? It was a full two hour movie. I read a review from one guy who said it had "too many gay jokes". ONE joke in a full two hour movie? Yeah, right. My Astral-Clewe concept was sort of that - a perspective view shooter (like Narzod), but with more functions and bosses. Different though in that you would advance to the next screen much more often, and that you would not interact with the environment at all (the way the walls reflect your bullets in Narzod). That does sound neat indeed!
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Post by VectorX on Apr 22, 2013 23:13:00 GMT -5
I've been playing Buggerman tonight, which is a remake of Bagman that sokurah did. Something similar on the Vectrex would be good, although simplified, or maybe a way to save your progress, since it can be tedious trying to get through it over and over, due to the high difficulty level and having to go and load up your wheelbarrow over and over again.
Or in other words--for those not familiar with it--a platformer that spans a few screens across. Not many platformers for the Vectrex.
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Post by gliptitude on Apr 22, 2013 23:39:35 GMT -5
Indeed not many platformers for Vectrex. Just had an idea for kind of a vertical platformer (proceed up rather than right), where the platforms are on all sides of a giant pillar. ... When you go right or left, the cylinder would rotate in either direction to indicate your movement. ... Or maybe I'm not "having an idea" but actually am just remembering seeing this in another game or someone else's game concept. Could be cool anyway on Vectrex, like adding a 3D aspect and geometric novelty.
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Post by sokurah on Apr 23, 2013 7:38:08 GMT -5
I've been playing Buggerman tonight, which is a remake of Bagman that sokurah did.Not many platformers for the Vectrex. Thanks for playing it...I hope you liked it. I had a horrible time programming it though, and I'm not looking forward to making more platformers - they're absolutely terrible to code. Platforms are bad enough, but add lifts and it becomes a nightmare. Sometimes I get an idea of something I could code when I (eventually) get around to playing around with the Vectrex, but it's kinda hard to make plans when I don't really have an idea of how much you can push the system - linewise, I mean. Are there any rules of thumb? Just had an idea for kind of a vertical platformer (proceed up rather than right), where the platforms are on all sides of a giant pillar. ... When you go right or left, the cylinder would rotate in either direction to indicate your movement. ... Or maybe I'm not "having an idea" but actually am just remembering seeing this in another game or someone else's game concept. That sounds pretty much like Nebulous:
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