home *** CD-ROM | disk | FTP | other *** search
- Newsgroups: comp.sys.mac.games
- Path: sparky!uunet!mcsun!news.funet.fi!funic!nntp.hut.fi!vipunen.hut.fi!jmunkki
- From: jmunkki@vipunen.hut.fi (Juri Munkki)
- Subject: Re: ARASHI 1.0a on sumex-aim
- Message-ID: <1992Dec22.182109.18982@nntp.hut.fi>
- Keywords: Arashi Storm Tempest
- Sender: usenet@nntp.hut.fi (Usenet pseudouser id)
- Nntp-Posting-Host: vipunen.hut.fi
- Reply-To: jmunkki@vipunen.hut.fi (Juri Munkki)
- Organization: Helsinki University of Technology
- References: <1992Dec18.214115.20015@netcom.com> <1h3etdINN4g1@hpscit.sc.hp.com>
- Date: Tue, 22 Dec 1992 18:21:09 GMT
- Lines: 135
-
- In article <1h3etdINN4g1@hpscit.sc.hp.com> klui@corp.hp.com (Kenneth K.F. Lui) writes:
- >I've had a Tempest machine for some time now, but haven't played
- >it for quite a while. Arashi is a very good attempt at capturing
- >the feel of Tempest. Here are some suggestions at making the
- >game as-Tempest-as-possible.
-
- Some of the differences are intentional, some are there because I
- hadn't even seen a Tempest machine in five years, when I started
- writing the game. My main interest was in making the game interesting
- to play.
-
- >1. Spikers turn into tankers once they reach back towards the end
- >of the tube. (Spikes stay where they are, of course).
-
- I didn't know this and it's quite hard to change now.
-
- >3. The message "AVOID SPIKES" appear on levels 4, 5, 6, 7, and 8
- >before shooting down the tube. Enemies that are at the edge of
- >the tube disappear; the crawler remains on the screen.
-
- This is important in the arcade version, but since playing on the Mac
- doesn't cost anything, it didn't seem important to me. Mike seems to
- be working on this though...
-
- >4. Spikes don't appear on level 3.
-
- Arashi is programmable with ResEdit. This one of the things that you
- can change yourself very easily.
-
- >5. Fuseballs never traverse more than one lane, in either
- >direction, when they reach the top of a tube. They'll go back
- >down a bit, move to another lane, come to the edge, and so on.
- >Once there are very few enemies left--probably less than 5 or so
- >(I'm not sure about the exact amount)--then fuseballs all go to
- >the top of the tube and traverse its circumference. When fuse-
- >balls travel the length of the tube, they stay between two lanes
- >and can't be shot--they're only vulnerable when they move from
- >lane to lane (that is, from the middle of two lanes to another
- >adjacent middle).
-
- I kind of like the way fuseballs work now. It's not all that
- different from what you describe. Arashi is probably a bit more
- difficult in this respect.
-
- >5a. Likewise for pulsars, they don't traverse the circumference
- >of the tube until it's time for fuseballs to stay at the edge of
- >the tube.
-
- I had a lot of trouble remembering how pulsars should work... I'm
- still not sure hwo they work, because my memories are clouded from
- the amount of testing that I did with Arashi/STORM.
-
- >6. Tankers, spikers, pulsars, and flippers are the only enemies
- >that shoot back. Shots do not appear out of nowhere.
-
- In Arashi, spikers are the only ones that shoot back. Every spiker
- shoots once when it is born. This should be easy to change, but
- I don't think it would have a big effect on the gameplay.
-
- >7. When the crawler is shot, the enemies stop moving.
-
- I kind of like my version better. It was also easier to implement
- that way.
-
- >8. If the crawler is captured by a flipper or pulsar, both
- >parties go down the tube.
-
- Minor cosmetic point. I also think that most of my explosions are
- different from Tempest. I have no memory of what explosions look
- like in Tempest.
-
- >9. If the last crawler is captured by a flipper or pulsar, both
- >parties, along with the tube disappears into "infinity."
-
- This would be a nice effect. I had no memory of this.
-
- >10. The invisible levels appear as white outlines in the level
- >selector.
-
- Very easy to do.
-
- >11. The crawler don't go to the next level until all enemies
- >have either been destroyed or are at the top edge of the tube.
-
- In Arashi, spikers are the only exception. They are not counted
- as regular enemies. Instead, they are a part of the spike.
-
- >12. Multi-colored tankers don't exist in Tempest. Only their
- >centers tell the player what types of tankers they are:
- > blank = carries flippers (1 or 2)
- > colored as a pulsar = carries pulsars (1 or 2)
- > multi-colored = carries either 1 or 2 fuseballs or
- > 1 fuseball and 1 pulsar (rarely)
-
- Having never played beyond the yellow levels, I didn't know how
- pulsar or fuseball tankers should work.
-
- >13. The coloring scheme for the invisible is the same as the blue
- >levels, except the grid is not visible. If interested, I'll post
- >the correct color schemes for all levels.
-
- This is something that you can do yourself. The colors are relatively
- easy to change with ResEdit. With a bit to trickery, you can use the
- clut/palette editor feature of ResEdit.
-
- >14. When you reach a new level, the grid along with the enemies
- >circling at the bottom, spikes, and the crawler are all visible.
- >When you get to the invi's, you don't see anything until you
- >start a particular level in Arashi--which is not true of Tempest.
-
- Again, this doesn't really affect the way the game is played.
-
- >15. Each "dot" circling at the end of the tube corresponds to an
- >enemy. On Arashi, levels with spikes don't seem to follow this
- >convention. (i.e. There are no dots at the end, but spikers and
- >fuseballs still come up.)
-
- As I said, spikers are special in Arashi. The dots correspond to
- regular enemies. They turn the same color the enemy is and approach
- the grid when they are activated. When there are no dots and all
- the enemies are on the rim, you advance to the next level. This is
- something I knew about and tried to reproduce it carefully, because
- if there are no dots there and you still have a superzapper, it's
- usually wise to fire that zapper and get rid of most of the bad guys.
-
- >Just my initial impressions. Great work!! Hmm, gotta power the
- >game up tonight and have a go at it...
-
- I'm glad you like it. Mike was a bit worried that Arashi wouldn't be
- well received after the way some of the recently released games have
- been treated on comp.sys.mac.games.
-
- --
- Juri Munkki Windsurf: fast sailing
- jmunkki@hut.fi Macintosh: fast software
-