Jump to content

KevinMos3

Members
  • Posts

    2,077
  • Joined

  • Days Won

    1

Everything posted by KevinMos3

  1. Thank you for the changes. The controls are much better now. The responsiveness is still lagging a bit too much to have good control when the blocks start coming down with a bit of speed, but this is definitely going in the right direction. As for the locking time, if you can't change it, at least it's more playable now.
  2. Is it my imagination or do the lines disappear much faster now? This is looking good so far, but I have 1 1/2 complaints (or suggestions for improvement). I can't seem to rotate a piece while moving it, (this is the 1/2 complaint). The lock-in time when a piece touches another piece is too short. The 1st 1/2 complaint would be bearable if we had a little more time to slide a piece around before it locked in. The result of these two limitations combined is that the game seems unfairly difficult. I hesitated to mention it, but I'm finding myself getting frustrated and I'm not a bad Tetris player. That being said, the game is still good so far.
  3. I've not been a big fan of Pac-Man, but with this project and the 7800 Pac-Man collection, I've been playing it quite a bit. I have to say that this version is very good, although I totally suck at it. Congrats on crunching this into 4k and thank you for making it available. I never minded the blinking ghosts in the original and thought it made them more like ghosts anyway since they look transparent. Personally, I'd prefer a solid Pac-Man and blinking ghosts, but I'm not being picky about it. This is great and fun to play. Is the author still working on either the 4k or 8k version?
  4. If this ever got made into a game, I'd need a new pair of shorts. Same thing if Castlevania or PoP are completed! Growing up, I always thought the ghosts in Pac-Man were meant to flicker because they were ghosts. It wouldn't have made sense to me to see solid ghosts. But I grew up only knowing the 2600 version of Pac-Man. I didn't have access to arcades. I agree flicker looks cool in some cases and makes sense.
  5. Thanks for clearing that up. I've been able to finish the game on the highest difficulty, but it was kinda a matter of chance, (whether he would throw 3 of those cannon punches in a single round or not). I didn't notice him laughing before throwing that punch, so I'll have to look out for that now.
  6. And if you play the SMS version in an emulator you can have FM sound. Gorgeous. How about this thought... I've never liked the Activision carts for the 7800 for some reason. They're fine for the 2600, but for the 7800 they just feel cheap to me, like the better system needs better carts or something. Anyway, I've always wanted to remove the PCB's from Double Dragon and Rampage and put them in an Atari housing with a nice color label. I've just never gone through with it because I know Rampage in particular is hard to get hold of and I don't want to alter it or give someone a reason to think it's some kind of knockoff. Look at how much better the 7800 cart of Commando looks compared the 2600 one. Am I alone in this?
  7. Diagonal Up + Left to elbow smash Right Diagonal Up + Right to elbow smash Left Basically, you elbow smash the opposite direction you are facing. I suppose it wouldn't be all that difficult to do the move with a keyboard. Would certainly be better with a joystick/gamepad though.
  8. I got this game not long after it came out and was pretty impressed... but frustrated by the difficulty. I used to stand in the lower left corner and just kick enemies. I was able to make it to the 2nd part of Mission 3, but I'd end up running out of time too many times in the process so I could never make it to Mission 4. About six months ago, I discovered the youtube videos mentioned here and got to work on practicing that elbow smash. That solved my problem of running out of time and I was FINALLY able to beat the game after all these years. BTW, if you use an emulator, you can cheat by assigning a button combo to a single button. This way you can have a button for the elbow smash Left and one for the elbow smash Right. I did this the other day with the Xbox emu of Z26x. I had one button set as a normal fire button and I had combos assigned to the other 3 buttons for jump kick and elbow smashes. I was able to play through the game in a breeze. I definitely recommend learning to do it the right way though instead of relying on combo button assignments. It more satisfying that way.
  9. Commando is far easier and more fun to play than Ikari Warriors. Although I do like Ikari Warriors on the 7800 and prefer it over the NES version. Commando can hardly be compared to Ikari IMO. The controls are nice, the animation is smooth, the sound is good, etc. etc. It's always been one of my favorite games for the 7800 and one I was proud to show to friends. I never even knew about the POW camps until a few days ago, so finding out about those made it like a whole new game to me. As for Rampage, I was very disapointed in both the 7800 and 2600 versions. I used to drool, (not literally), over this game when I was a kid looking at pictures of it in the Sears catalog. I wasn't able to find a copy for either system until the mid 90's. I felt there was no excuse for the simplistic buildings and round teddy bear characters that all look nearly identical. This game is one of the reasons I've always wanted to someday learn to program for the 7800. I'd like to make a better looking version. Hopefully someone will decide to do this because I may never get around to developing the skills. All that said, the gameplay is fine and I do prefer it over the NES version. It has all the major features, but the Master System version is FAR superior to any other home version I've played. Rampage on the Lynx is my overall farorite (even over the arcade), but I'm not counting that as a home system.
  10. It's looking really good. GREAT job on this so far! I agree that the difficulty is a bit high. I wouldn't count on a "learning curve" being able to overcome it. It has to be easy enough starting out to keep interest and not frustrate. I'm not saying it's frustrating now because I haven't played it enough to get frustrated, I'm just saying. I haven't spent much time playing Countermeasure on my 5200, so I'm no expert with this type of game anyhow. I thought Ikari Warriors was frustratingly hard for a long time, but now I can blow through on the easy level and get most of the way on hard (I don't remember if I beat it on hard).
  11. I know it's been a while since the last post and I have no idea how far you've come since then, but I've tried the last 4 binary posts. I definitely prefer the ballblazer.bin from post #568 far more than the ones after that. It looked clean and clear compared to the last two. Anyway, what you've got so far looks and handles great. It's VERY promising. I'm looking forward to more.
  12. I just stumbled on this tonight and all I can say is... WOW! I am thoroughly amazed and impressed. You did an amazing job with this. It looks great and is a lot of fun once you get the hang of the controls. I've played through on the easy level and up to the next to last character on the medium setting. I like the difficulty of it so far -- challenging, but not too hard. There's a bit of a learning curve, but not too much to frustrate you enough to stop playing. Once you get the opponent's moves down, it feels great. This is now one of my favorite games on the 2600. Is there a way to avoid being hit by Major Concussion's Cannon Punch? No matter what I do, he's able to catch me with that. I've also played through the AVGN KO Boxing version on difficulties 1 and 2. For whatever reason, that one seemed a bit easier and was a good trainer to help me with KO Cruiser. I can only imagine what might have been, had this been released in the 80's. I certainly would have been glued to it for a while and may not have gotten enough school work done to get out of elementary. I might STILL be there.
  13. Metal Gear for the Commodore 64 had a bug that kept you from progressing at a certain point. The thing I thought was really ridiculous was that the bug was caused by the "copy protection" that konami used. I remember buying it new years ago and being so excited to play it only to get stuck at a certain point. I ended up calling some company (it might have been the software distributor), and was told that it was indeed a bug and to fix it you needed to defeat the copy protection with a program such as Maverick. That seemed more than a little ironic to me.
×
×
  • Create New...