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- Newsgroups: comp.sys.mac.games
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!magnus.acs.ohio-state.edu!sample.eng.ohio-state.edu!kalman!zimmy
- From: zimmy@kalman.eng.ohio-state.edu (Michael Zimmerman)
- Subject: Re: ARASHI 1.0a on sumex-aim
- Message-ID: <1992Dec23.211555.23581@ee.eng.ohio-state.edu>
- Keywords: Arashi Storm Tempest
- Sender: news@ee.eng.ohio-state.edu
- Organization: The Ohio State University Dept of Electrical Engineering
- References: <1992Dec22.182109.18982@nntp.hut.fi> <1h8i23INNkct@hpscit.sc.hp.com> <00WQ03VRc6TW00@amdahl.uts.amdahl.com>
- Date: Wed, 23 Dec 1992 21:15:55 GMT
- Lines: 78
-
- In article <00WQ03VRc6TW00@amdahl.uts.amdahl.com> jsp@pls.amdahl.com writes:
- >
- >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.
-
- Thanks :-) Planning to.
-
- >
- >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 am in the middle of version 1.1. One of the things I have "corrected"
- is the ability (albeit hard) to slide under fuseballs that are on a vertex
- on the edge. I believe the arcade version worked this way.
-
- >
- >}>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 can look into this more. I also made the pulsars more like the fuseballs
- so you can also "slide" under them while they are hinging on the edge.
- No promises :-)
-
- Anyway, I will be gone for a week, but hope to have a good solid beta
- of 1.1 being tested while I am gone, so it can be ready soon after I get
- back.
-
- Glad you are enjoying it,
- Mike
-
- --
- zimmy@ee.eng.ohio-state.edu
- Humpty Dumpty was pushed... PADI AOW/drift/deep
-