Sunday, December 29, 2024

This Nintendo Switch Scam Is Bigger Than We Thought?

https://www.youtube.com/watch?v=VG96Q75jLw0

@john2001plus
0 seconds ago
Nintendo needs to make a case with a clear window showing the cartridge. The checkout person might be required to check the game's presence.  Other companies need to follow suit.  

However, the industry wants to move to downloadable games only.

It seems like a large number of people have no qualms about theft.

Thursday, December 12, 2024

Ponpoko (Arcade)

Night Flight (Tomy Tutor)

Rougien (Arcade)

Saurus Land | Scramble (Tomy Tutor ぴゅう太)



@john2001plus
1 day ago (edited)
The Scramble appears to use 8-pixel horizontal scrolling.  

Roughly 40 years ago, I played a Scramble version on the Timex Sinclair 20680 computer. I remember it having smooth scrolling even though the hardware does not support scrolling, but I could be remembering it wrong.  It had a nice fireworks animation when you beat the game.

I read that Tomy Tudor does not have hardware scrolling.  If they move the entire screen in memory to scroll, that would be slow.   A more efficient but more difficult algorithm would be to update only the tiles that change, which would only be a fraction of the screen.  I notice that the star field doesn't move,  which makes me think that they are doing the more efficient method.  However, either way, memory copies can be expensive.  

I notice some artifacts where the trailing edge of the scenery will have duplicate characters for a fraction of a second.

Each 8 horizontal pixels can have only 2 colors, although that is better than some computers like the Spectrum which have 2 colors for every 8x8 tile.  This limitation would make it difficult to scroll by less than 8 pixels.  It can be done, but it limits the number of colors you can use.  The square blocks would have to be monochrome.

The system has an impressive 32 8x8 monochrome sprites but only 4 can be on the same line.  They might be using sprites for the stars, which would explain why the stars flicker.  The flickering stars might just be a feature.

Spider-Man (Atari 2600) - Chronologically Gaming

Thursday, December 5, 2024

Let’s play some “Super Star Wars” for the SNES

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@john2001plus
17 hours ago (edited)
Hey Thor,

Super Star Wars was developed by Sculptured Software in November 1992. I went to work for Sculptured Software in January 1993.  I saw the game during my interview process and occasionally worked under the lead programmer.

Before this, I was a database programmer, but I had tried to write games on my own in the mid-1980s.

I was a grunt programmer. I did tasks on many games that the main programmers didn't want to do, like working on menu screens, converting data into a usable format, and editing levels, as I did on the 1995 release of Doom for the SNES.

The Moby Games website has an incomplete listing of games I worked on.  On some games, I would do minor tasks and not end up in the credits.  I don't recall if I did anything for the sequel Star Wars games, but I was friends with people who worked on them.

Best wishes,

John Coffey

P.S.  I have the Aracde1up Star Wars game.  It was my favorite arcade game.


Highlighted reply

@thorskywalker
2 hours ago
That's awesome, and pretty crazy that you worked on Doom for SNES because I played the hell out of that game.  I'm curious, how good is the Arcade1up version of Star Wars?  I was very young, but I loved that game when I was a kid... every time I had an extra quarter (which wasn't all too often back then) it went to that game because, oddly enough, a gas station near our house had it.


@john2001plus
0 seconds ago
 @thorskywalker  The Star Wars Aracade1up is very similar to the arcade game. It has a 17-inch LCD screen compared to the original 19-inch CRT, but not all the space on CRTs is used.  

The Yoke controller is very good. Now that I am 64 years old, I have a problem: The game is such a button-masher that it hurts my fingers. The buttons on the Arcade1up feel a bit stiff. I don't know if the arcade had buttons with a softer feel.

P.S.  I was not very good at putting together the Arcade1up cabinets.  It would take me hours and the Star Wars cabinet was the most difficult out of the four that I own.

Pitfall! (Intellivision)

The problem with Pitfall is if you want to "beat" the game, you have to have mapped out the route to get all the treasures before the time runs out, and you have to play the game pixel-perfect on most of your jumps.  If you don't play perfectly then the clock will run out before you can "win".  Otherwise, there is not much point to the game other than the novelty of running and jumping.  

The game is so unforgiving that I found it frustrating.

I suppose you could just play to beat your high score.  However, there is a certain satisfaction to completing the game.

This Nintendo Switch Scam Is Bigger Than We Thought?

https://www.youtube.com/watch?v=VG96Q75jLw0 @john2001plus 0 seconds ago Nintendo needs to make a case with a clear window showing the cartri...