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Spike's Circus - my comments

 
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Peter W.

External


Since: Feb 08, 2005
Posts: 63



(Msg. 1) Posted: Mon Aug 14, 2006 9:22 pm
Post subject: Spike's Circus - my comments
Archived from groups: rec>games>vectrex (more info?)

Alex and everybody:

I just received the Spike's Circus #59! Since at this point in my life
I don't consider myself a competitive player, I didn't mind receiving
it after someone else has already beaten the game.

SInce I saw the game on Alex's website I had a feeling that we had a
real winner on out hands.

Here are some of my initial comments. Please don't consider them as
negative. They are just my personal view (and unlike Alex, I have never
created or distributed a new Vectrex game).

Outer packaging was excellent and sturdy. Survived the trip "across the
pond" without any damage.

Game box itself is very well made and has a clever design. Simple, yet
sturdy. Excellent!

I was really fascinated with the overlay. I think that this is the
best home-brew overlay yet. Looks like the white was printed on a
MicroDry printer (like Alps or OKI) and the colors were done on an
inkjet. At first I was puzzled on how they were made to line up so
well but then it struck me: The overlay is laminated using 2
transparencies. So, colors were printed on one sheet and white on the
other. Then ink sides were placed on the inside against each other
(while being carefully aligned) and glued together. Extremely well
done, as there are no air bubbles. Overlay corners appear to be hand
trimmed.

This must have been very time intensive overlay to produce. And since
the inks are in the inside of the "sandwich" the overlay will be very
durable. Only thing that has me worried is separation of the sheets.
there are couple of spots where there is separation at the edges and
around the notch). But It doesn't seem to be spreading). If you
haven't noticed yet, I'm *REALLY* impressed with this overlay!

Cartridge label is also well done but it would have benefited from
having the serial number printed right on the label (instead of being
hand written on the back of the cartridge).

Manual is the only item with is a bit lacking. Everything else is so
well done that I was surprised to just see a simple sheet of paper
with printed instructions. To me it would have made more sense (with
very little effort) to take that piece of paper and make it into a
4-page booklet (just a single fold in the middle almost like it is
folded now). Printing would be rotated 90 deg. from the way it is now
printed. On the cover, I would have printed something that looks like
the overlay with Spike on the unicycle between the curtains. I think
Alex already has such an image on his website. Inside 2 pages would
have the instructions and back page would have the Vectorzoa contact
info. This small change would have made a big change in the manual's
appearance with no extra effort requrired (since the sheet is already
printed double-side).

Game play: I really need to pick up a VecVox! So many new games utilize
it. I really like the title and credit screens and the fact that the
serial number is displayed on the screen. My joystick needs
recalibrating (slightly off center when running the calibration
cartridge). But this game didn't seem to have a problem with that. I
didn't have much time to play, so I haven't mastered controlling the
unicycle yet. I can keep Spike up but have hard time moving him around.
I think that this will be an excellent and challenging game. With many
hours of fun play!

I disassembled the cartridge and it pains me to see that Alex had to
hand solder all those SMD devices! Lots of work. It is not standard
single chip DIP socket board.

I wish that more Vectrex game designers would utilize the analog
joystick functionality as it can add an extra dimension to a game. and
not many other game systems don't have that capability.

Price was a bit steep from me (especially considering the unfavorable
US dollar exchange rates lately). But considering the execution of the
entire game package, it was well worth it. Looking back I should have
picked up 2 copies - one for me and another one for resale. I think
that this game will become highly collectible in no time.

Alex, my Mr. Boston's hat's off to you! Smile
Well done!
Peteski

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Matt Fisher

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Since: Mar 15, 2005
Posts: 44



(Msg. 2) Posted: Tue Aug 15, 2006 4:14 am
Post subject: Re: Spike's Circus - my comments [Login to view extended thread Info.]
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Sounds great! Can't wait to get mine. Now, random thoughts. The
programmers and designers I admire the most (and whose games I like the
best) are the ones who can come up with new game ideas. Almost all of
the arcade "classics" (this seems especially true of the Vectors) were
pretty much sui generis at the time. For exapmle, how did Dave
Thuerer ever come up with Tempest? Beats me, that's why I'm not a game
designer. My hat's off to all of you making these great new games for
the Vec!

And I especially like the implementation of anlog control for the Vec;
you have the analog stick, so why not use it!

On a slightly different topic, now that we have more analog games and
even new imager games on the way, what could be done with the light
pen? There's got to be some way to use that capability in a "real"
game. Art Master is fun to play with, but hardly a game... Perhaps it
could be used a little like a light gun? I know gun games are hardly a
new game idea, but I'm just thinking out loud here. Any thoughts?

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rob.ocelot

External


Since: Oct 26, 2005
Posts: 85



(Msg. 3) Posted: Tue Aug 15, 2006 10:20 am
Post subject: Re: Spike's Circus - my comments [Login to view extended thread Info.]
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Matt Fisher wrote:
> Sounds great! Can't wait to get mine. Now, random thoughts. The
> programmers and designers I admire the most (and whose games I like the
> best) are the ones who can come up with new game ideas. Almost all of
> the arcade "classics" (this seems especially true of the Vectors) were
> pretty much sui generis at the time. For exapmle, how did Dave
> Thuerer ever come up with Tempest? Beats me, that's why I'm not a game
> designer. My hat's off to all of you making these great new games for
> the Vec!

I made this point in a thread a few months ago. I think it's less
relevant now to be porting existing coinop vector gamess or vectorizing
popular raster games because you can play the originals via emulation
or track down the real McCoy. We got some great ports over the years,
particularly when emulation was primative so I can't really criticise
the past efforts of others. Also, the best way to break into homebrew
programming is to study and port an existing game so I wouldn't want to
discourage anyone from starting.

IMHO though I really don't see the point of porting a game that the
Vectrex isn't technically suited for. New games that utilise the
hardware are more interesting to me.

BTW, I believe Tempest started off as a reverse Space Invaders. I
think some of the best games started off as a knockoff of something
else and ended up surpassing the game it was copying, eg Thrust.

> And I especially like the implementation of anlog control for the Vec;
> you have the analog stick, so why not use it!

The lack of true analog control games on the Vec may have a technical
reason -- I believe it takes more processor cycles to poll the
joysticks in full analog. There's also the calibration problems
between different joysticks, made all the more apparent as the
joysticks age (though I doubt that was a consideration made by original
game programmers back in the day).

> On a slightly different topic, now that we have more analog games and
> even new imager games on the way, what could be done with the light
> pen? There's got to be some way to use that capability in a "real"
> game. Art Master is fun to play with, but hardly a game... Perhaps it
> could be used a little like a light gun? I know gun games are hardly a
> new game idea, but I'm just thinking out loud here. Any thoughts?

Hopefully Mail Plane will surface at some point so we'll have that.


Hope my Spike's Circus arrives soon. I'm itching to play it.
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ShaddamVI

External


Since: Jul 06, 2005
Posts: 40



(Msg. 4) Posted: Tue Aug 15, 2006 3:49 pm
Post subject: Re: Spike's Circus - my comments [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

rob.ocelot.RemoveThis@gmail.com wrote:
> Matt Fisher wrote:
> > Sounds great! Can't wait to get mine. Now, random thoughts. The
> > programmers and designers I admire the most (and whose games I like the
> > best) are the ones who can come up with new game ideas.

Hmm thats good to know guys,, As a developer I don't enjoy classic
cloning so much either, it can be frustrating as you are copying an
idea that was designed for another system with differing strengths and
weaknesses. For the first time I'm now looking to produce a classically
influenced game in the form of Joust Evolution, but the keyword here is
Evolution, I'm exploring where the game concept can take me, I was
fortunate that Joust itself was pretty easy to copy, now for the fun
part where I get so bend it. Currently the closest thing to the concept
I hope to add is the original AAario Bros warp tubes although why they
are necessary I will leave as a mystery.

I'm also heartened by the comments I'm reading about Spike's Circus, I
produced an original game concept in Star Sling too but comparisons
were made to (er something, I forget now Smile it seems now that people
are accepting SC at least as original! Smile
If anyone tells me its a copy of Mario's Freaky Circus Juggling
Nightmare I'll scream! Smile

>
> IMHO though I really don't see the point of porting a game that the
> Vectrex isn't technically suited for. New games that utilise the
> hardware are more interesting to me.

Yep, JE is a challenge , not least as it takes up my time forcing me
to resist the original ideas I have. I'm still trying to dream up the
ultimate vector "killer app/game", it will come to me one day! Smile

Vectors.. scaling, vectors.. scaling, think, think, think !!

>
>
> > And I especially like the implementation of anlog control for the Vec;
> > you have the analog stick, so why not use it!
>
> The lack of true analog control games on the Vec may have a technical
> reason -- I believe it takes more processor cycles to poll the
> joysticks in full analog.

hmm, yes and no. You're right in terms of processor cycles. It takes a
relative age to read the analogue postion of the stick. In fact there
are actually 8 resolutions that you can read the analogue values at,
higher the res the longer it takes. Sadly 5 or 6 of them are nigh on
useless. Both SS and SC have used the highest resolution, although
VVarlords only used a 5 position res. (3 bits) for the bat as that all
it seemed to need. The "no" part is that Star Sling reads both the X
and Y axis on both joysticks during the 2 player simultaneous mode.
(noone has posted anything about the 2 player experience! Sad so this
means I am reading 4 analogue channels all at maximum resolution and
still the game nips along. I think from memory, reading both joysticks
took a combined total of about 15% total cycle time (at 30Hz) which
leaves plenty to work with. Since most games are only 1 player the
cycles taken up are no excuse not to use analogue more often. (IMVHO)

>
> > On a slightly different topic, now that we have more analog games and
> > even new imager games on the way, what could be done with the light
> > pen? There's got to be some way to use that capability in a "real"
> > game. Art Master is fun to play with, but hardly a game... Perhaps it
> > could be used a little like a light gun? I know gun games are hardly a
> > new game idea, but I'm just thinking out loud here. Any thoughts?

Yeah, I have pondered this, especially with John nagging me to drive up
lightpen market demand! Smile My very limited experience of the light pen
is, unlike a normal lightpen/light gun that is working in conjunction
with a raster scanline is it needs to "see" where it is all the time.
If you move the pen too quickly it gets lost and spawns a "web" to try
to locate it again or in the case of melody master it must draw every
possible location a pen might appear in.

In my opinion its just a mismatch of technologies, you can't win them
all and the light pen just isn't suited to a Vector display with the
limits of our beloved Vectrex. Hence I haven't yet come up with any
game that is not clumsy when compared to a joystick, especially the
instant positioning of an analoge stick used with absolute coordinates.
I don't think light pen game development is particularly hard (unlike
3D imager coding which is rocket science Smile but I do think its hard to
produce anything fun from it.

As for the light gun I think its even less likely considering the
awkwardness of the technologies. Prove me wrong someone please!

> Hopefully Mail Plane will surface at some point so we'll have that.
Yeah.. (ahem.) Surprised

>
> Hope my Spike's Circus arrives soon. I'm itching to play it.
Good! Lots of comments on the packaging from folks, I'm keen to hear
how it plays and the relative merits of the different disciplines..
Tightropes.. necessary evil to add a dimension and make it challenging
or just a pain in the proverbial? ..Discuss Smile
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Steril707

External


Since: Jul 18, 2006
Posts: 39



(Msg. 5) Posted: Tue Aug 15, 2006 5:44 pm
Post subject: Re: Spike's Circus - my comments [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

ShaddamVI schrieb:

> rob.ocelot.RemoveThis@gmail.com wrote:
> > Matt Fisher wrote:
> > > Sounds great! Can't wait to get mine. Now, random thoughts. The
> > > programmers and designers I admire the most (and whose games I like the
> > > best) are the ones who can come up with new game ideas.
>
> Hmm thats good to know guys,, As a developer I don't enjoy classic
> cloning so much either, it can be frustrating as you are copying an
> idea that was designed for another system with differing strengths and
> weaknesses.
.........................................................
one up on that...the reason i started developing for the veccie is
that...
1) there are a lot of "genres" which are not explored yet on it
2) there are not that many people developing stuff at all.
3) it feels pretty "1337" to tell people around my age, who played the
vectrex in the toystores in 1983 here in germany that i am coding in
assembly for it.. ;D
4) you get lots of chicks
5) forget the last point

i noticed there are quite a few people "hating" on non-traditional
development on this newsgroup(at least there were, according to some
older entries here)...stuff like those raster techniques in YASI and
Debris, or doing some genres which people dont see appropriate to the
vectrex...
its only my point of view, but i feel completely different on this
topic. i wanna see crazy stuff, and if somebody manages to turn the
vectrex upside down with some rad game concept i will cheer that person
as much as i can.

btw my Vectrex top 5:

1) Thrust
2) Protector
3) Frogger
4) Minestorm
5) Scramble
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Chris Romero

External


Since: Jan 08, 2006
Posts: 44



(Msg. 6) Posted: Tue Aug 15, 2006 8:55 pm
Post subject: Re: Spike's Circus - my comments [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

MP has already surfaced. At least the copy I have. But the copy I have
needs someone with time to take a good look and determine how far along the
code is. Of course that mean disassembling the code and figuring out the
guts of a possibly eng rev version.

The other known copy (Edge Magazine related source) needs to be located
once more. Someone else in rgv had a line on that person. Would that
person like to follow up? Please....

--

Sincerely,

Chris
cromero at romero dot org

"ShaddamVI" <x.DeleteThis@chaom.co.uk> wrote in message
news:1155682161.325773.182240@b28g2000cwb.googlegroups.com...
>
> rob.ocelot.DeleteThis@gmail.com wrote:
>> Matt Fisher wrote:
>> > Sounds great! Can't wait to get mine. Now, random thoughts. The
>> > programmers and designers I admire the most (and whose games I like the
>> > best) are the ones who can come up with new game ideas.
>
> Hmm thats good to know guys,, As a developer I don't enjoy classic
> cloning so much either, it can be frustrating as you are copying an
> idea that was designed for another system with differing strengths and
> weaknesses. For the first time I'm now looking to produce a classically
> influenced game in the form of Joust Evolution, but the keyword here is
> Evolution, I'm exploring where the game concept can take me, I was
> fortunate that Joust itself was pretty easy to copy, now for the fun
> part where I get so bend it. Currently the closest thing to the concept
> I hope to add is the original AAario Bros warp tubes although why they
> are necessary I will leave as a mystery.
>
> I'm also heartened by the comments I'm reading about Spike's Circus, I
> produced an original game concept in Star Sling too but comparisons
> were made to (er something, I forget now Smile it seems now that people
> are accepting SC at least as original! Smile
> If anyone tells me its a copy of Mario's Freaky Circus Juggling
> Nightmare I'll scream! Smile
>
>>
>> IMHO though I really don't see the point of porting a game that the
>> Vectrex isn't technically suited for. New games that utilise the
>> hardware are more interesting to me.
>
> Yep, JE is a challenge , not least as it takes up my time forcing me
> to resist the original ideas I have. I'm still trying to dream up the
> ultimate vector "killer app/game", it will come to me one day! Smile
>
> Vectors.. scaling, vectors.. scaling, think, think, think !!
>
>>
>>
>> > And I especially like the implementation of anlog control for the Vec;
>> > you have the analog stick, so why not use it!
>>
>> The lack of true analog control games on the Vec may have a technical
>> reason -- I believe it takes more processor cycles to poll the
>> joysticks in full analog.
>
> hmm, yes and no. You're right in terms of processor cycles. It takes a
> relative age to read the analogue postion of the stick. In fact there
> are actually 8 resolutions that you can read the analogue values at,
> higher the res the longer it takes. Sadly 5 or 6 of them are nigh on
> useless. Both SS and SC have used the highest resolution, although
> VVarlords only used a 5 position res. (3 bits) for the bat as that all
> it seemed to need. The "no" part is that Star Sling reads both the X
> and Y axis on both joysticks during the 2 player simultaneous mode.
> (noone has posted anything about the 2 player experience! Sad so this
> means I am reading 4 analogue channels all at maximum resolution and
> still the game nips along. I think from memory, reading both joysticks
> took a combined total of about 15% total cycle time (at 30Hz) which
> leaves plenty to work with. Since most games are only 1 player the
> cycles taken up are no excuse not to use analogue more often. (IMVHO)
>
>>
>> > On a slightly different topic, now that we have more analog games and
>> > even new imager games on the way, what could be done with the light
>> > pen? There's got to be some way to use that capability in a "real"
>> > game. Art Master is fun to play with, but hardly a game... Perhaps it
>> > could be used a little like a light gun? I know gun games are hardly a
>> > new game idea, but I'm just thinking out loud here. Any thoughts?
>
> Yeah, I have pondered this, especially with John nagging me to drive up
> lightpen market demand! Smile My very limited experience of the light pen
> is, unlike a normal lightpen/light gun that is working in conjunction
> with a raster scanline is it needs to "see" where it is all the time.
> If you move the pen too quickly it gets lost and spawns a "web" to try
> to locate it again or in the case of melody master it must draw every
> possible location a pen might appear in.
>
> In my opinion its just a mismatch of technologies, you can't win them
> all and the light pen just isn't suited to a Vector display with the
> limits of our beloved Vectrex. Hence I haven't yet come up with any
> game that is not clumsy when compared to a joystick, especially the
> instant positioning of an analoge stick used with absolute coordinates.
> I don't think light pen game development is particularly hard (unlike
> 3D imager coding which is rocket science Smile but I do think its hard to
> produce anything fun from it.
>
> As for the light gun I think its even less likely considering the
> awkwardness of the technologies. Prove me wrong someone please!
>
>> Hopefully Mail Plane will surface at some point so we'll have that.
> Yeah.. (ahem.) Surprised
>
>>
>> Hope my Spike's Circus arrives soon. I'm itching to play it.
> Good! Lots of comments on the packaging from folks, I'm keen to hear
> how it plays and the relative merits of the different disciplines..
> Tightropes.. necessary evil to add a dimension and make it challenging
> or just a pain in the proverbial? ..Discuss Smile
>
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rob.ocelot

External


Since: Oct 26, 2005
Posts: 85



(Msg. 7) Posted: Tue Aug 15, 2006 9:02 pm
Post subject: Re: Spike's Circus - my comments [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

ShaddamVI wrote:
> rob.ocelot.DeleteThis@gmail.com wrote:

> > > On a slightly different topic, now that we have more analog games and
> > > even new imager games on the way, what could be done with the light
> > > pen? There's got to be some way to use that capability in a "real"
> > > game. Art Master is fun to play with, but hardly a game... Perhaps it
> > > could be used a little like a light gun? I know gun games are hardly a
> > > new game idea, but I'm just thinking out loud here. Any thoughts?
>
> Yeah, I have pondered this, especially with John nagging me to drive up
> lightpen market demand! Smile My very limited experience of the light pen
> is, unlike a normal lightpen/light gun that is working in conjunction
> with a raster scanline is it needs to "see" where it is all the time.
> If you move the pen too quickly it gets lost and spawns a "web" to try
> to locate it again or in the case of melody master it must draw every
> possible location a pen might appear in.

My big problem with light pens is that using them obscures the screen.
It prohibits any sort of fast action so your games end up being just
point 'n clicky. There's a good reason why light pens went away in
favor of mice (heck, the last time I used a light pen was a Fairlight
CMI and even then it was a cumbersome POS)

> In my opinion its just a mismatch of technologies, you can't win them
> all and the light pen just isn't suited to a Vector display with the
> limits of our beloved Vectrex. Hence I haven't yet come up with any
> game that is not clumsy when compared to a joystick, especially the
> instant positioning of an analoge stick used with absolute coordinates.
> I don't think light pen game development is particularly hard (unlike
> 3D imager coding which is rocket science Smile but I do think its hard to
> produce anything fun from it.

I wholehartedly agree.

> > Hope my Spike's Circus arrives soon. I'm itching to play it.
> Good! Lots of comments on the packaging from folks, I'm keen to hear
> how it plays and the relative merits of the different disciplines..

I'll say this... if you are a good multitasker, can walk and chew gum
at the same time as you are rubbing your stomach and patting your head
then you will have no problem with SC. Smile

I actually found level 28 with its single pin juggling to be harder
than the multi-pin juggling levels. With two or more pins it's easier
to fall into a juggling rhythm and then time the nudges you need to
keep your balance into the juggle rhythm.. With one pin you have to
divide your attention between the pin and other tasks, and that doesnt
sync up as well to the balancing. Musicians, espeically keyboarders
will have an easier time with the right/left hand action and the almost
drumlike rhythms.

In fact, as a musician I have to 'warm up' to play SC. I can't just
pick it up and start playing on level 40-something cold turkey.

I also like the progressive-regressive difficulty curve. You get used
to certain activities and you then have to deprogram and adapt to a new
task. Then you have to mix and match disiplines in ways that go
against the learning curve.

> Tightropes.. necessary evil to add a dimension and make it challenging
> or just a pain in the proverbial? ..Discuss Smile

Once you figure out how to deal with them they aren't too bad
(frustrating as hell figuring that out though!). It becomes one more
task you push into the background, but I often take it for granted and
slip up.

Overall, I think you nailed the play mechanics spot on... it's
challenging, but in a way that doesn't frustrate you so much that you
throw the controller down in disgust (though as I write this I'm
tackling level 50 so my opinion may change Smile.

That sort of frustration/reward balance is very difficult to get just
right in much the same way writing game AI either gives you incredibly
stupid or incredibly brilliant enemies with nothing in between.
Hitting that sweet middle spot is something even modern game
programmers have trouble with, so kudos to you for getting it right.

My other impression of SC is that your biggest enemy in the game is
YOU. SC is almost like a biofeedback exercise in that you have to
relax and be patient. Try too hard and you will break rhythm and
overcompensate.
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rob.ocelot

External


Since: Oct 26, 2005
Posts: 85



(Msg. 8) Posted: Tue Aug 15, 2006 9:59 pm
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Steril707 wrote:

> i noticed there are quite a few people "hating" on non-traditional
> development on this newsgroup(at least there were, according to some
> older entries here)...stuff like those raster techniques in YASI and
> Debris, or doing some genres which people dont see appropriate to the
> vectrex...

I think it's more of the newness of the rasterized images wearing off.
Protector, and especially YASI at the time were almost mind blowing in
how different they were. In retrospect they showed how limited the
original Vectrex toolbox was and It was inevtiable that it would get
overused. What better way to make your game distinctive?

What I'm hoping is that the pendulum will swing towards a mix of raster
and vector techniques. Eg, how about objects with vector outlines and
rasterized/interlaced fills? To bring Quantum into the discussion
again, the game used some nice techniques to do solid shapes on a
vector monitor. In my messing about with the 3D imager technology I
stumbled onto a way to get more colours out of the standard colour
wheel than red, green, and blue.

I think we are on the verge of some really innovative stuff, especially
with affordable 3D imagers.

> its only my point of view, but i feel completely different on this
> topic. i wanna see crazy stuff, and if somebody manages to turn the
> vectrex upside down with some rad game concept i will cheer that person
> as much as i can.

I'm for that too, I just don't want to see a bog standard port of a
coinop anymore. It's hard to come up with original game ideas these
days though and I have no problems with someone using an existing game
as a springboard for something different. Even Thrust started out as
an homage to Gravitar, and Thrust was copied and improved in
Subterrania (Sega Genesis, if anyone wants to look it up). There are
hundreds of obscure Speccy, CoCo/Dragon games that could be the basis
for some neat Vectrex games as well.

I think what Alex is doing with Joust Evolution is the epitome of
where.Vectrex devlopment is headed. It's a time-proven game mechanic,
adapted to the Vectrex using a combination of raster and vector
techniques, and its expanding on the original concept in a way that
hasn't been done before.

I'd plunk down money for that.
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Steril707

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Since: Jul 18, 2006
Posts: 39



(Msg. 9) Posted: Wed Aug 16, 2006 2:42 am
Post subject: Re: Spike's Circus - my comments [Login to view extended thread Info.]
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> I think what Alex is doing with Joust Evolution is the epitome of
> where.Vectrex devlopment is headed. It's a time-proven game mechanic,
> adapted to the Vectrex using a combination of raster and vector
> techniques, and its expanding on the original concept in a way that
> hasn't been done before.
>
> I'd plunk down money for that.
-----------------------------
amen to that Smile
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Darryl B.

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Since: May 07, 2006
Posts: 10



(Msg. 10) Posted: Fri Aug 18, 2006 12:55 am
Post subject: Re: Spike's Circus - my comments [Login to view extended thread Info.]
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> ShaddamVIwrote:

> I'm also heartened by the comments I'm reading about Spike's Circus,
I
> produced an original game concept in Star Sling too but comparisons
> were made to (er something, I forget now :)

You're probably kidding, but the game that they're comparing it to is
Quantum. Granted, I'd rather play your
game than Quantum, I never liked Quantum that much.
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