Big Karnak |
Part-time Lurker
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Road Runner controls
#328792 - 07/28/14 09:22 AM
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Was Road Runner's controls this difficult in the game's dedicated arcade cabinet? This game is tough man, I wind up missing every other seed and I have to backtrack. I wish the game had normal joystick controls (P1 UP, P1 Down, etc.) instead of (AD Stick X Analog).
I read the following in History.dat:
Quote:
Runs on the "Atari System 1" hardware. It was available in the Upright configuration AND as a conversion kit for Marbel Madness, Peter Pack Rat or Indiana Jones).
So I guess the game did have a trackball for some of those converted cabinets?
The game's controls reminds me of Arch Rivals' controls. Atleast that game has an 8-way joystick bootleg clone that's so much easier and better to control. I wish Road Runner had a bootleg clone like that.
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R. Belmont |
Cuckoo for IGAvania
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Re: Road Runner controls
[Re: Big Karnak]
#328805 - 07/28/14 02:29 PM
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> Was Road Runner's controls this difficult in the game's dedicated arcade cabinet?
Yes, they are. The cabinet's AD stick is significantly stiffer than a modern analog stick which helps a little, but that's how it was.
System 1 conversions came with new control panels as far as I know, I've never seen an RR without the stick.
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Re: Road Runner controls
[Re: R. Belmont]
#328839 - 07/29/14 12:59 AM
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> > Was Road Runner's controls this difficult in the game's dedicated arcade cabinet? > > Yes, they are. The cabinet's AD stick is significantly stiffer than a modern analog > stick which helps a little, but that's how it was. > > System 1 conversions came with new control panels as far as I know, I've never seen > an RR without the stick.
Ditto. I remember seeing it in the release year, and was disappointed with the control behavior.
To balance things out, the game play isn't great anyways, and gets worse as you go. KI-LLER graphics, even still, but a lemon of a game.
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Qun Mang |
Legend of Link
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Re: Road Runner controls
[Re: R. Belmont]
#328857 - 07/29/14 03:51 AM
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> > Was Road Runner's controls this difficult in the game's dedicated arcade cabinet? > > Yes, they are. The cabinet's AD stick is significantly stiffer than a modern analog > stick which helps a little, but that's how it was. > > System 1 conversions came with new control panels as far as I know, I've never seen > an RR without the stick.
I remember this game with a trackball. As I still don't have a trackball controller, I haven't played this on MAME more than once or twice. Maybe I should give it another go with an analog stick.
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R. Belmont |
Cuckoo for IGAvania
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Re: Road Runner controls
[Re: Traso]
#328881 - 07/29/14 05:01 PM
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> To balance things out, the game play isn't great anyways, and gets worse as you go. > KI-LLER graphics, even still, but a lemon of a game.
I've always wanted that game to be better than it actually is because it looks so great. There hasn't been a really good Road Runner game yet, unfortunately.
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Re: Road Runner controls
[Re: R. Belmont]
#328903 - 07/29/14 10:53 PM
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> > To balance things out, the game play isn't great anyways, and gets worse as you go. KI-LLER graphics, even still, but a lemon of a game.
> I've always wanted that game to be better than it actually is because it looks so great. There hasn't been a really good Road Runner game yet, unfortunately.
I think it comes down to simple geometry.
- Is the playfield open/does it wrap around? If so, what constraints are necessary to make the game play novel? Robotron and Black Widow are affirmative examples; Food Fight a negative example; and Leprechaun is a null example.
- if the playfield is basically linear, how often is there opportunity for diagonal movement?
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