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Jag games were written to be displayed in 4:3 which was the standard format of the time. I think the first system to have a 16:9 option was the Saturn and that was only a handful of games. If your Jag games are filling a 16:9 screen you're playing them in an aspect ratio different than originally intended. Nothing wrong with it if you prefer it, of course, it's just not as designed.

 

Ahh... my TV automatically changes aspect ratio based on what it thinks is most appropriate. I've never had to set it. Wide-screen movies change to 16:9 while most television (even when HD and non-wide screen) automatically changes to 4:3. When I watch TV though, I never see the picture stretched... so I think it uses the FULL setting which attempts to use the maximum amount of space at the top and bottom as well.

 

 

 

It is brutal hard, personally I'd prefer it to be quite a bit easier to start with. The best way to make it easier it to make yourself an ST or Amiga mouse adapter and play with that - loads more fun and the way the game was originally intended to be played (Atari Falcon original, with real proportional movement unlike d-pad and rotary). Fun Fact: Impulse on Falcon was inspired by Impact for the ST.

 

Your cart might seem heavier due to the eproms the game is stored on (it's an original Atari board with soldered-on chips that Matthias toasted himself).

 

I actually really like the rotary controller. But I definitely see how the Amiga mouse would be useful for games like Theme Park or Syndicate.

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Many thanks to you both! Doctorclu, I sent you a followup email re: your order.

 

Oh, are you part of the Console5 team? Great store... lots of interesting products and need to spend more time looking around the parts section.

 

Btw: I just ordered Impulse X on CD, but in looking at Matthias' site, said it was released on CD-R. Are yours silver pressed regular CD's? Hoping so...

Edited by save2600
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Oh, are you part of the Console5 team? Great store... lots of interesting products and need to spend more time looking around the parts section.

 

Btw: I just ordered Impulse X on CD, but in looking at Matthias' site, said it was released on CD-R. Are yours silver pressed regular CD's? Hoping so...

 

They are professionally printed CD-R and the most reliable CD-R media anyone has found that I'm aware of. There's nothing to worry about at all.

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Oh, are you part of the Console5 team? Great store... lots of interesting products and need to spend more time looking around the parts section.

Yep, I'm the owner. Thanks for your consideration!

 

Like sh3-rg said, they are on CD-R but the quality is very high end. At my day job, I ocassionally produce educational materials on DVD-R and Matthias's productions look better than mine icon_mrgreen.gif

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Okay, if you guys say so! Glad to hear the label is professionally printed, but am more concerned about the actual disc/dye/material/quality itself. We've seen silver mastered releases vs. burned CD-R's recently, and that have cost less. Just don't want to end up with a coaster years from now. :lol:

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Received my copy the other day. Gotta say how impressed I am by the packaging. Manual and poster are top notch... Cover is of thicker glossy stock and the CD label is as professional looking as you'd expect from a commercial release.

 

Even more impressive is the game itself. Lots of great customizable options and one of the smartest things I've ever seen, is the implementation of the rotary/mouse controller in the 2nd port! Wish more developers practiced that vs. screwing around with the swapping of controllers in Port 1.

 

Another great feature is the speed-up button for your paddle when using the regular controller. This greatly enhances the gameplay and allows for a much more analog-like feel to the game. In fact, I might actually prefer using the joypad vs. the rotary because of it. With my Chaos Reins rotary, your paddle movement is a touch too jittery. By that I mean the paddle graphic jumps or skips ever so slightly, as it relates to the stepping of the dial. Movement is not as smooth as you'd expect, but a very minor gripe really.

 

So far, I'm liking the game a lot! Some are claiming the game is a bit tough, but I find the difficulty just about right. Certainly wouldn't want it any easier as brick games tend to wear pretty thin after a while.

 

Music composition is really nice and reminiscent of what you'd expect to hear out of an Amiga classic. But the doors that let the balls out sound just like the shutter of an SLR camera. Keep thinking someone is snapping pictures as I play. :lol:

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one of the smartest things I've ever seen, is the implementation of the rotary/mouse controller in the 2nd port! Wish more developers practiced that vs. screwing around with the swapping of controllers in Port 1.

You mean you don't have a switched rotary? Wow... that's... so 2010 :lol:

 

Some are claiming the game is a bit tough, but I find the difficulty just about right. Certainly wouldn't want it any easier as brick games tend to wear pretty thin after a while.

You must be doing well, how far have you got? Let us know when you've beaten level 40 (and heard the lovely music! :P ) TBH I prefer something like Arkanoid II's difficulty, bit less stressful and easier on the nerves :lolblue: It's not nice getting your arse kicked on level one of a game (and that's what happens to me sometimes if I use d-pad or rotary).

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You must be doing well, how far have you got?

 

Just got through playing another round. By the second stage, there's the warp capsules to grab... once you get one, level after level keeps spitting them out, so you can skip ahead pretty quick it seems. I have yet to really hunker down and go for a high score or anything, but got up to level 8 so far without putting much effort into it.

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So Jaguar Fans show some support for Matthias if this becomes available for sale, we are taking a close look on this if it makes

sense to do a large scale Jaguar project.

 

Am considering this and February Impulse X appreciation Month. This game does fine on its own and shouldn't need any further motivation than what it is.

 

Beyond that the sales for a unique high end Jaguar game like the finishing of Native or some other similar project cannot really be compared to the sales of other types of games. Impulse X got lots of support but there are some who already have the game on the ST or are not into Arkanoid type games that can be had elsewhere. And this game is still receiving what seems to be good support.

 

The sales of OOTW which can probably be considered a more high end game sold out. 200+ sold. And yet there are still a few who did not get a chance to buy one or who won't because the same basic game can be had elsewhere for $5. And still more people are demanding a second run.

 

A unique high end game, perhaps a high end shooter for the Jaguar? To project sales for that you can't really use anything else as a yardstick except that it will likely blow the doors off either of the two previously mentioned games by quite a margin.

 

But back to my original point is i like Impulse X and I think it needs no further encouragement than its ownself for motivating sales.

 

Just sayin'.

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Am considering this and February Impulse X appreciation Month. This game does fine on its own and shouldn't need any further motivation than what it is.

 

Beyond that the sales for a unique high end Jaguar game like the finishing of Native or some other similar project cannot really be compared to the sales of other types of games. Impulse X got lots of support but there are some who already have the game on the ST or are not into Arkanoid type games that can be had elsewhere. And this game is still receiving what seems to be good support.

 

The sales of OOTW which can probably be considered a more high end game sold out. 200+ sold. And yet there are still a few who did not get a chance to buy one or who won't because the same basic game can be had elsewhere for $5. And still more people are demanding a second run.

 

A unique high end game, perhaps a high end shooter for the Jaguar? To project sales for that you can't really use anything else as a yardstick except that it will likely blow the doors off either of the two previously mentioned games by quite a margin.

 

But back to my original point is i like Impulse X and I think it needs no further encouragement than its ownself for motivating sales.

 

Just sayin'.

 

 

The sad thing is, there's like 5 or 6 left I think, and then "that's it"...

 

I've been thinking about buying another one because I like it so much, that I don't want to run the risk that if this one goes bad from me playing it so much, that I won't be able to get it again. Seems trite of course, but then I'd feel bad if there was actually someone who wanted it to play (like me) and then couldn't get it because I already bought it.

 

Hmm...

 

5 or 6 left... better make my decision quick!

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