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@zappedtothe Yup. Flight Control was a (slightly) more relaxed version of this idea on iPhone/iPad. (But no longer developed/supported.) 😐 ..it had a cool twist in that you could draw out its path to the landing, with loops and stuff, to help stagger their arrival.
@zappedtothe Yeah. That's the way it often goes with something new like this. We see it and we're, like, "wow, that's fast!" 😮 "Must have!" {buys it} Spends the next few weeks showing it off to friends who say "wow, that's fast!" 😁 Only years later do we maybe think "maybe, a bit too fast."
@zappedtothe Skyfox was absolutely stunning when it came out. 👍
I think the first time I saw it was on an Apple II. But, eventually, I got it for the C64, and it was such a blast. I had a lot of fun with this game.
@JamesPond47 @DrTomTilley @NickTheFire You might like to try the sequel, Impossible Mission 2.
I was playing it the other day, and the puzzle bits are way easier. 👍
Also, when you load it off tape.. Check out this tease of a file-name it finds: 😁
@CommodoreBlog Back in the day, we thought Bob Stevenson was as good as it would ever get for C64 graphics.. I don't know what it is about these modern drawing methods, but *damn* there's some real pretty stuff coming out these days. 😮
@o_guguito @Indie_RetroNEWS @RetroGamingRVG @TheRetroAsylum @Commodore_lives @ClassicReplay @hayesmaker64 @TheGuruMeditate @miggybaz Also, as I mentioned to @classicreplay, if you want SuperSprint running on OCS/ECS machines, the Atari ST version has already been ported over to the Amiga. So doing another version of *that* seems a bit pointless. 😋
@o_guguito @Indie_RetroNEWS @RetroGamingRVG @TheRetroAsylum @Commodore_lives @ClassicReplay @hayesmaker64 @TheGuruMeditate @miggybaz Taking a bit more of a look at the arcade screen, many of them do go up to 256 colours. So yeah, personally I'd go for the 256 colour chipset, coz that also gives you a minimum 2MB RAM and 14MHz CPU. Which will help when the arcade has a 10MHz CPU and 3 x 1.7 MHz CPU's. 🤓
@ClassicReplay @hayesmaker64 @o_guguito @Indie_RetroNEWS @RetroGamingRVG @TheRetroAsylum @Commodore_lives @TheGuruMeditate @miggybaz Well, the Atari ST port has already been done on the Amiga. (Screenshots from my virtual Amiga.) So it's probably time to aim for something a little better than that, eh? 😁 It's certainly a good port. But a quick play of the arcade game will tell you that it could be better. 😉
@o_guguito @Indie_RetroNEWS @RetroGamingRVG @TheRetroAsylum @Commodore_lives @ClassicReplay @hayesmaker64 @TheGuruMeditate @miggybaz The arcade games still screens are 1024x768 with 40 colours. As I understand it they're going to use a high-res interlace mode for this port which would limit them to 16 colours on non-AGA machines. I think we can do better than that these days, yeah? Would look nice in DblPAL 😁