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Interest Check - Space Raid 2600


nanochess

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Hey, just wanted to drop my 2 cents here.

 

At first I didn't think much of that game, because it looked less polished than say River Raid, Robot Tank or H.E.R.O. for me, which I take for the ultimate pinnacles of Atari 2600 graphics AND gameplay pantheon. But...

 

What you've done in my opinion, and what deserves deepest respect, disregarding the subjective opinion on the game's appeal, is that you took the fight to the enemy. Instead of making another typical game with Atari 2600 sprites' and game field's constraints untouched, you've taken the bold Activision-like step and made the VCS soar into the enemy space of isometric shooters, against all odds and programming challenges. And it worked! Worked really well, indeed. I can see the starship's shadow which gives me the general feeling of depth and the sense of current altitude, I can see sprites being shaded slightly from the bottom to pop out more from the environment, and finally, I can see the enemies and my own ship shrink down into perspective as it lowers its flight. This is pure gold. Obviously blocky, the graphics are fairly clean and informative, while also way, way more realistic than most VCS games ever hoped for.

 

Congratulations, you've shown them how it's done!

Hope that sounds as inspirational as I meant it to be, no pun intended.

Edited by Mef
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Hey, just wanted to drop my 2 cents here.

 

At first I didn't think much of that game, because it looked less polished than say River Raid, Robot Tank or H.E.R.O. for me, which I take for the ultimate pinnacles of Atari 2600 graphics AND gameplay pantheon. But...

 

What you've done in my opinion, and what deserves deepest respect, disregarding the subjective opinion on the game's appeal, is that you took the fight to the enemy. Instead of making another typical game with Atari 2600 sprites' and game field's constraints untouched, you've taken the bold Activision-like step and made the VCS soar into the enemy space of isometric shooters, against all odds and programming challenges. And it worked! Worked really well, indeed. I can see the starship's shadow which gives me the general feeling of depth and the sense of current altitude, I can see sprites being shaded slightly from the bottom to pop out more from the environment, and finally, I can see the enemies and my own ship shrink down into perspective as it lowers its flight. This is pure gold. Obviously blocky, the graphics are fairly clean and informative, while also way, way more realistic than most VCS games ever hoped for.

 

Congratulations, you've shown them how it's done!

Hope that sounds as inspirational as I meant it to be, no pun intended.

 

I appreciate very much your comments :thumbsup:

 

Thanks! :)

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