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- Path: sparky!uunet!olivea!apple!amdahl!jsp
- From: jsp@uts.amdahl.com (James Preston)
- Newsgroups: comp.sys.mac.games
- Subject: Re: ARASHI 1.0a on sumex-aim
- Keywords: Arashi Storm Tempest
- Message-ID: <00WQ03VRc6TW00@amdahl.uts.amdahl.com>
- Date: 23 Dec 92 18:57:20 GMT
- References: <1992Dec18.214115.20015@netcom.com> <1h3etdINN4g1@hpscit.sc.hp.com> <1992Dec22.182109.18982@nntp.hut.fi> <1h8i23INNkct@hpscit.sc.hp.com>
- Reply-To: jsp@pls.amdahl.com
- Organization: Amdahl Corporation, Sunnyvale CA
- Lines: 62
-
-
- First, let me say that I really love Arashi. If those who've worked on
- it are worried that some netters might get on their case for reasons
- similar to the current Maelstrom flap, I can say that I think the two
- cases are totally different. The whole purpose of Arashi is to duplicate
- the arcade game, so the more copying it does the better as far as I'm
- concerned.
-
- So please, guys, keep up the good work.
-
- klui@corp.hp.com (Kenneth K.F. Lui) writes:
-
- }In article <1992Dec22.182109.18982@nntp.hut.fi> jmunkki@vipunen.hut.fi (Juri Munkki) writes:
- }>I kind of like the way fuseballs work now.
- }[...]
- }> Arashi is probably a bit more
- }>difficult in this respect.
- }>
- }Yes, it's a _lot_ more difficult than the arcade version. I'm
- }having a difficult time getting past the yellow Star.
-
- I would really like to see this brought more in line with the arcade
- game. I often find myself with two fuseballs approaching me from
- opposite sides. In that case, there is *nothing* that I can do except
- die (assuming that I've used up my mega-blast, or whatever the spacebar
- command is called). This seems rather unfair.
-
- Of course, if there's something that I've missed, and there is some way
- to kill a fuseball when it's on the outer rim, please tell me now!
-
- }>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.
- }>
- }It appears as though pulsars are always pulsing except for a
- }fraction of the time when they are changing lanes in Arashi. In
- }Tempest, the pulsars pulsate at a different rate than their rate
- }in which they're changing lanes. i.e. There's a long-enough
- }period of time when all pulsars aren't pulsing and are either
- }changing lanes or moving up/down a tube. All pulsars pulse at
- }the same time. The only "safe" method of killing pulsars is to
- }constantly fire at an adjacent lane and wait for it to move into
- }your lane in Arashi. 'Course, this method also works for Tempest.
-
- Here, too, I'd like to vote for the arcade way. Until I read this,
- I thought that my memory of the arcade game was faulty; I hadn't
- remembered pulsars being *that* much trouble. In Arashi, once the
- pulsars appear, my whole style of play has to change drastically or
- I just keep getting zapped by those things. They just take way too
- much of my attention. And on the invisible levels, the Arashi pulsars
- are almost impossible to deal with (at least for me), because without
- the lane lines, it's just too difficult to get exactly one lane over
- from them.
-
- }>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.
-
- Again, I love it; you'll hear no complaints from me. And if you guys
- want to start charging a shareware fee, my checkbook is ready.
-
- --James Preston
-