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2006 Mini Game Compo


Cybergoth

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should i "optimise" the game to emulator or to tv?

The ideal is if the emulator has a blurry mode, like some ZX Spectrum and C64 emulators have optionally. As long as the background doesn't distract the player if it is displayed too crisp, I don't think it is much of an issue. There were MiniGame entries before that had graphical effects that really disturbed me (and I marked down for), but it seemed noone else was disturbed by the same effects.

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Just finished playing all the 1K games, taking notes the whole while. Will have to give a few of them some more playtime, but mostly have a good idea of the merits of them all. When does voting start?

 

Also, does the Oric have a sound chip? None of the Oric games had sounds, that I could tell (need to reconfigure my emulator?), and I don't want to mark them down for that if it couldn't be helped.

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Also, does the Oric have a sound chip? None of the Oric games had sounds, that I could tell (need to reconfigure my emulator?), and I don't want to mark them down for that if it couldn't be helped.

The Oric has a sound chip. I haven't checked the Oric games yet, so I don't know if they use sound, but IIRC the sound is pretty easy to use.

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Regarding Oric sound: 1KSNAKE and PROTON have sound, plus that if you start the emulator without a TAP image, you should hear clicking sound when you type. IIRC, Euphoric running in DOS emulator under W2K/XP may have issues with sound, so that could be your error.

 

From what I understand, Basic has a few simple commands to make sounds, but if you want to access the PSG (AY) from ML it is a bit more complex as it is connected as I/O through the VIA chip, not memory mapped.

Edited by carlsson
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Regarding Oric sound: 1KSNAKE and PROTON have sound, plus that if you start the emulator without a TAP image, you should hear clicking sound when you type. IIRC, Euphoric running in DOS emulator under W2K/XP may have issues with sound, so that could be your error.

 

From what I understand, Basic has a few simple commands to make sounds, but if you want to access the PSG (AY) from ML it is a bit more complex as it is connected as I/O through the VIA chip, not memory mapped.

Thanks for the info; I'll look into fixing up my emulator.

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Nine! What do you have ranked above it? :)

 

I can see not giving it the top spot - I really debated over whether Robot City was better or not - but I just didn't see 8 games that were better.

 

EDIT: Most of the other games had serious control issues, in my opinion.

My rankings...

1. Gymnopedies

2. Robot City

3. Proton Defence

4. Knight Jumper

5. Vulcano

6. Quatris

7. Juggler

8. Swimming

 

I thought everything below these had serious flaws, serious enough that I don't particularly want to play them again. The games listed, with the exception of Swimming*, I would play again gladly.

 

*I really don't like these track-n-field, beat-the-hell-out-of-your-controller kind of games, but Swimming was well done.

Edited by vdub_bobby
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Nine! What do you have ranked above it? :)

 

Well, I haven't spent any thoughts on an *exact* top X, so without any ranking I have those 8 before Gymnopedies:

 

Proton Defence

Mosquis

Bounced64

Juggler

Bubbles

Qatris

Robot City

Vulcano

 

I thought everything below these had serious flaws, serious enough that I don't particularly want to play them again.

 

At the beginning of Gymnopedies, instantly move to the left border, then hold fire forever.

I also saw several "deadlocked pede" situations and also found it sorta weird that the pedes try to avoid a line-of-fire by dropping down row by row.

 

Anyway... regardless of all that, I simply don't like Centipede at all, so that I still have it ranked in the upper-middle is mainly due the good technical execution.

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difficulty & balancing is quite a hard task to achieve... for some guys its easy for some its damned hard... and for some is even harder which dont get what they have to do... my fault... :)

I agree; difficulty balancing is very hard.

 

IMO, a 1K game - almost by definition very simplistic and shallow (except in rare cases!) - should have a very quickly ramping difficulty progression. I.e., it should get hard pretty quickly.

 

Generally, I get bored very quickly with 1K games; they need to be hard to keep my interest! :) Make me play for 10 minutes before it requires some skill is a good way to get me to notice how shallow the game is and how boring the concept/graphics/sound is. This problem plagued most of the 1K games, for me at least.

 

Just my two cents.

 

Incidentally, that is IMO one problem with Robot City 1K 1.0 - since the 1st level is deterministic and somewhat slow, it didn't take long to find a pattern that works 100% of the time. And after finding that pattern, getting through the 1st level is just tedium, especially as with no score/timer there is no incentive to finding a different/better pattern for that level. Fortunately, it gets harder and more interesting immediately after that. :)

Edited by vdub_bobby
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