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 Post subject: Re: Star Evil and F-FF
PostPosted: Thu Feb 01, 2018 8:30 pm 
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Oh, I see. I forgot to remove that hole.

Good find! Thanks. I'll put a fixed version in the OP.


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 Post subject: Re: Star Evil and F-FF
PostPosted: Thu Feb 01, 2018 11:15 pm 
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star evil was really special and creative.

you'll probably get more eyeballs on your racing game if you post a more representative picture, it's pretty great too.


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 Post subject: Re: Star Evil and F-FF
PostPosted: Thu Feb 01, 2018 11:37 pm 
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Pretty nifty stuff. I liked the way you did the bidirectional wavy title screen.

Didn't get all the way through Star Evil but I got a few things accomplished at least. Will try again.


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 Post subject: Re: Star Evil and F-FF
PostPosted: Mon Feb 05, 2018 2:26 pm 
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I see lots of uninitialized memory accesses originating from $916D/$9165 in F-FF in NDX. Looks like a delay loop. Might cause interesting problems if the reads end up hitting hardware registers...

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 Post subject: Re: Star Evil and F-FF
PostPosted: Mon Feb 05, 2018 3:21 pm 
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Quote:
Didn't get all the way through Star Evil but I got a few things accomplished at least. Will try again.


If you're stuck at the umbrella part, here's a hint. It might help to have a friend.

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 Post subject: Re: Star Evil and F-FF
PostPosted: Mon Feb 05, 2018 4:56 pm 
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thefox wrote:
I see lots of uninitialized memory accesses originating from $916D/$9165 in F-FF in NDX. Looks like a delay loop. Might cause interesting problems if the reads end up hitting hardware registers...

Good catch. It is just for timing, so I can replace it easily.


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 Post subject: Re: Star Evil and F-FF
PostPosted: Mon Feb 05, 2018 5:14 pm 
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Location: Gothenburg, Sweden
Finally got around to playing F-FF... and wow!!! I love it!

I'm usually selective with racers but this captures the fun. It also makes me wish i had part in it (like any good game does).
This game is very pure. Has a lot of style.

Only things i wish it had (it's not even nitpicks - it's a wish list from a fan):
-Three lives as not to scare away the easily discouraged.Maybe as easy/normal mode, with one life being hardcore mode. You'd still want to come back for a better score. This would help game owners encourage friends to dare play it if it starts at a casual level!

-And medals! With graphics (however small in size) that feels rewarding to see. or lacking that, just maybe differently coloured text on your lap times as to signal "try harder" "ok" "good" "great".

-Maybe an even more differently looking second player although i love they share a similar taste in cool shades.

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 Post subject: Re: Star Evil and F-FF
PostPosted: Tue Feb 20, 2018 11:51 am 
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I couldn't make heads or tails of Star Evil. I kept dying in different ways and nothing made sense. It seemed like it was supposed to be a parody of VVVVVV, but my impression was probably wrong.


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 Post subject: Re: Star Evil and F-FF
PostPosted: Tue Feb 20, 2018 1:53 pm 
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IMO, this Star Evil is more of a postmodern homage to the 2600's Adventure.


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 Post subject: Re: Star Evil and F-FF
PostPosted: Tue Feb 20, 2018 2:24 pm 
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I quite liked Star Evil. I enjoy its originality and weirdness, it's fresh. And I like puzzling, obscure, head-scratching games.

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 Post subject: Re: Star Evil and F-FF
PostPosted: Tue Feb 20, 2018 8:58 pm 
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This is the description I plan to use for Star Evil in the multicart.
Your craft has crashed!
Now explore the wreckage
of the world you once knew.

+ Move
ⒶⒷ ???

Inspired by a game by
Active Enterprises

I'm treating the entire A52-inspired part of the game as the opening cut scene because that's what it is.


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 Post subject: Re: Star Evil and F-FF
PostPosted: Wed Feb 21, 2018 4:48 am 
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I think a lot of Star Evil's appeal is the initial confusion of trying a few times to get past the obstacle and eventually being shocked to realize you can move the O, even further surprise once you try to walk offscreen with it.

Having a write-up that reveals that would remove a lot of its appeal.

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 Post subject: Re: Star Evil and F-FF
PostPosted: Wed Feb 21, 2018 6:31 am 
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I was just about to write the same. This is just my experience and opinion so take it for what it is, but thinking that the top-down is the game is the game is part of the experience, and more importantly, realizing what the actual game is was a pleasant experience when i realized it on my own. It's a great plot twist and i think it's core to the whole concept.

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 Post subject: Re: Star Evil and F-FF
PostPosted: Wed Feb 21, 2018 7:38 am 
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If describing an event that happens less than one minute into a game is an inexcusable first-episode spoiler, think about it from the perspective of someone who has played Action 52, tries a familiarly named game in Action 53, and concludes that Action 53 has even worse quality control than Action 52. And even if players do get past it, you run the risk of players remembering the game only for the twist.

What other games' marketing has successfully pulled off hiding everything past the fake-out opening?


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 Post subject: Re: Star Evil and F-FF
PostPosted: Wed Feb 21, 2018 8:34 am 
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Hm... Not meaning to be contrarian, but i feel as though simplifying it as a first episode spoiler does the mechanism no justice.

1)In star evil, the scenario is crafted to cause grave disbelief in the user. This will either
a) fuel the incentive to fool around with the controller/try different things, which will ultimately lead to the revelation. Blunting down that mechanism beforehand by instructing the user will deprive the user of that experience.
b) make the user resign to the idea that it is a reference joke, which the user will get if they already know about action 52 (which you ought to, given action 53:s reference if not other things). Which is fine all on itself, even if you don't get to play the "real" game.

I think of it as an experience as much as a game. Or as separate but associated subgames. One game is figuring this stuff out. The other is what follows if you do.

2) once they know, a new metagame appears: hand the controller to a friend and say "hey, try this game.."

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