Re: A82: Zelda82 demo


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Re: A82: Zelda82 demo




I didn't know you were on this list!

~Adamman

In a message dated 98-05-23 12:03:32 EDT, you write:

> That reminds me of an argument I had with Terry Peng awhile back...  Both of
> us decided that we wanted to make "The Legend of Zelda", and we had alot of 
> great ideas for the game.  Terry was making one for the 85, while I was 
> producing an 83 version of Zelda.  Our thought patterns were parallel,
except 
> for one point...  Terry favored 8x8 sprites, whereas I favored 16x16.  The 
> reason I chose 16x16, is simple... the marvelous graphics that MAKE my game 
> popular.  Sure I sacrificed the field of vision, but with one enemy, close 
> combat is the only thing that could possibly add difficulty to the game.  (
> one thing to keep in mind, the enemy always starts out 3 tiles down and 3 
> tiles right)
>      Thanks again for the continued enthusiasm.
>  
>  -Harper Maddox
>  
>  jerky@ebicom.net
>  IRC nick: Geori
>  ICQ: 1214597
>  
>      -----Original Message-----
>      From: Stick Figure V. 1.0 <ejsmithj@voyager.net>
>      To: assembly-82@lists.ticalc.org <assembly-82@lists.ticalc.org>
>      Date: Saturday, May 23, 1998 6:14 AM
>      Subject: Re: A82: Zelda82 demo
>      
>      
>      
>      Kurai Highsmith wrote:
>      
>      >                 i started porting it, and was able to play (with some
>      > collision detect errors), but was waiting for a new version.
Basically
>      > ive been out of the limelight and even the programmer's dismal night
>      > vision...but i hope to have more time this summer. OBD did a fine job
>      > on the port tho..(OBD from irc)..he asked me to help at one point,
but
>      > im truly too busy
>      >              10 more days of institutional irony that is high
school..
>      >                                                 ~Kurai
>      
>      That reminds me, I was talking with OBD last night about the only major
>      problem I saw in the great game: The viewpoint.. I honestly think it
takes
>      away from the game when you can't prepare for an enemy because there's
>      absolutely no space between you and the enemy when you walk into a
room.
>      Also, I think the graphics could've suffered a little for gameplay.
Geori
>      did do a good job, but he took the wrong angle at it. It was absolutely
>      the opposite of what I expected.
>      
>      --
>      Stick Figure V. 1.0 (Formerly Goemon)