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The Case of the Assy Asteroids Clones


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Okay, so I've gotta know... why do Asteroids clones on the ColecoVision look so... stiff? Ships don't rotate smoothly and have an annoying habit of stopping on a dime, ignoring the principles of physics. Why is that? Is it because the machine is so dependent on tiles? Ships in Atari 5200 games drift effortlessly through the void of space. Ships in ColecoVision seem to jutter into place. It's really jarring and takes you out of the experience.

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To your credit (and probably due to no small amount of effort on your part), your thrust/turn/shoot game comes a lot closer to reproducing the arcade feel than most on the ColecoVision. There's just no "glide" in most Asteroids-alikes on this system. The fact that you were able to capture some sense of that inertia speaks volumes about your skill with the ColecoVision.

 

The Vectrex is of course an ideal machine for Asteroids, and we've seen a few clones of the game on that system.

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All the credit goes to Mystery Man.  :)

 

Fun fact: He actually analyzed the ROM of the arcade version of Asteroids to help him figure out how to best reproduce the "glide physics" of the player's ship in the ColecoVision version.

 

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  • 2 weeks later...

I found the challenge was to both utilize smooth floating-point drifting but also be able to null out your drift by reversing direction and thrusting.  You can't actually stop your ship in Omega Race.  One of the first things you learn about floating point math is that 1.0 - 1.0 = almost 0.0000, so you have to pick a very small velocity as a lower limit and treat everything under it as 0

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