It's tooooooo hard :cry: I can't do it....I try and I try, but I die trying to fix a very small hole in the road that my lunar module should be able to drive over and the resulting death makes two very small holes that my crap lunar module with massive tyres can't drive over :evil:
never ever got very far with that game.
stuff and nonsense .. the trick to get to the base REALLY quick was to use the teleport.. pick up and drop near the base.. and it helps the game become a bit more easier.. the PC remake I have a lot of time for also :)
as for vertical shoot em up's.. look at the dimensions of the screen. starfarce etc.. the dimensions are ODD.. also might help with frame rate if there is a smaller area to scroll / refresh :)
someone mentioned fairlight.. maybe the screens were compressed etc. hence the delay for decompress etc :)
stuff and nonsense .. the trick to get to the base REALLY quick was to use the teleport.. pick up and drop near the base.. and it helps the game become a bit more easier.. the PC remake I have a lot of time for also :)
Well, the base always changed position each time it/the rocket was destroyed, no? One of the first games I bought for my Speccy, that one really was ruined by the high difficulty - and I certainly got much further back then than I would ever manage nowadays. Too much was going on, you ran out of fuel too quickly and being able to put only one of the optional items (teleporter, gun turret, bomb) on your rover wasn't so great either. Maybe if there had been two spots on its roof instead of one (hm, let's see .... a trailer might have come in handy :wink:). Also as the other poster mentioned, the need to bridge holes in the ground was way too annoying. I think the rover should have been faster, at least twice. The final nail in the coffin was the rather easy way to a "game over man, game over" when your rover was hit by the missile.
someone mentioned fairlight.. maybe the screens were compressed etc. hence the delay for decompress etc :)
I remember a POKE that let you set the attribute for the screen while it was being drawn, so you could watch it happening.
It drew the levels in outline then filled them with cobbles, planks, brickwork, stonework etc. textures. It was written by Bo Jangeborg, so it used the same generic fill routines as his paint package The Artist. They're not super-quick - a custom quadrilateral-fill routine could be quicker - but it is interesting to watch them draw.
Hadn't played the arcade version OR Nemesis before I played it, but it's definitely one of a few games that used to have me shouting at the screen in frustration!
Yep, Salamander was wrong on so many levels.
The most annoying thing about it was that the scrolling ws too fast, yes too fast! Either that or the ship's reverse was too slow.
I found it unplayable for that reason. Many times, I would be unable to effectively back away from an upcoming stalagmite due to the forced scroll. Absolute-complete-and-utter-waste-of-a-good-life shash!
Pentagram by Ultimate Play The Game - the controls as it was released make the game pretty much unplayable. There is now a poke routine that fixes this though
Icon Design's Colony. So clever, so original, so fun until you realise there's no goal to aim for. Really, really wish someone would hack/remake it and give the player something to work towards.
Hell yes... Werewolves of London was brimming with potential... Its almost begging for a remake (much like DoubleDragon was, but we won't go there now will we?)....
Maybe a different engine, some more gore, and variety and we'd have a smash hit on our hands!...
...so close, and yet...so far...
Yes! Werewolves... was a classic example of brilliant idea unbrilliantly (is that a word?) implemented. Personally, I always thought the game's premise was too "big" for the 8-bit machines and that it really needed 16-bit memory and power but it'd have been nice to be proved wrong.
It was my first game along with manic miner that my mum bought me.. I still have both here 26 years on :)
Heh! Me too. Some of my earliest games. Look at this photo of what's hanging on my wall, and check out the top left corner ;)
As for the teleporter in Lunar Jetman, sure you could pick it up but you were really s-l-o-w whenever you were carrying anything. I don't know how often I died just because of this. I think I lasted half a dozen, maybe ten, waves back in the day but nowadays I'm hopeless at it. Pretty sure the game never ended, hm?
Pitfighter and Final Fight - Don't laugh. :( Being a digitised images/sound freak, obsessed with the old ads for the Videoface and similar things from the Speccy past, I really wanted to enjoy those games. But it wasn't possible. :(
Comments
stuff and nonsense .. the trick to get to the base REALLY quick was to use the teleport.. pick up and drop near the base.. and it helps the game become a bit more easier.. the PC remake I have a lot of time for also :)
as for vertical shoot em up's.. look at the dimensions of the screen. starfarce etc.. the dimensions are ODD.. also might help with frame rate if there is a smaller area to scroll / refresh :)
someone mentioned fairlight.. maybe the screens were compressed etc. hence the delay for decompress etc :)
Well, the base always changed position each time it/the rocket was destroyed, no? One of the first games I bought for my Speccy, that one really was ruined by the high difficulty - and I certainly got much further back then than I would ever manage nowadays. Too much was going on, you ran out of fuel too quickly and being able to put only one of the optional items (teleporter, gun turret, bomb) on your rover wasn't so great either. Maybe if there had been two spots on its roof instead of one (hm, let's see .... a trailer might have come in handy :wink:). Also as the other poster mentioned, the need to bridge holes in the ground was way too annoying. I think the rover should have been faster, at least twice. The final nail in the coffin was the rather easy way to a "game over man, game over" when your rover was hit by the missile.
It drew the levels in outline then filled them with cobbles, planks, brickwork, stonework etc. textures. It was written by Bo Jangeborg, so it used the same generic fill routines as his paint package The Artist. They're not super-quick - a custom quadrilateral-fill routine could be quicker - but it is interesting to watch them draw.
- IONIAN-GAMES.com -
That would be interesting. Anyone knows this POKE?
It's listed at the Tip Shop - look for "Show Room Drawing"
It was my first game along with manic miner that my mum bought me.. I still have both here 26 years on :)
the base did change location, but using the teleporter later to get back to it in a hurry was handy ..
I'm pretty sure you could pick it up without the rover.. erm the rover was just there as a target really..
Yep, Salamander was wrong on so many levels.
The most annoying thing about it was that the scrolling ws too fast, yes too fast! Either that or the ship's reverse was too slow.
I found it unplayable for that reason. Many times, I would be unable to effectively back away from an upcoming stalagmite due to the forced scroll. Absolute-complete-and-utter-waste-of-a-good-life shash!
Really? Where be that?
Yes! Werewolves... was a classic example of brilliant idea unbrilliantly (is that a word?) implemented. Personally, I always thought the game's premise was too "big" for the 8-bit machines and that it really needed 16-bit memory and power but it'd have been nice to be proved wrong.
Heh! Me too. Some of my earliest games. Look at this photo of what's hanging on my wall, and check out the top left corner ;)
As for the teleporter in Lunar Jetman, sure you could pick it up but you were really s-l-o-w whenever you were carrying anything. I don't know how often I died just because of this. I think I lasted half a dozen, maybe ten, waves back in the day but nowadays I'm hopeless at it. Pretty sure the game never ended, hm?