POV-Ray : Newsgroups : povray.off-topic : Oddworld : Re: Oddworld Server Time
10 Oct 2024 08:03:10 EDT (-0400)
  Re: Oddworld  
From: Phil Cook
Date: 8 Sep 2008 06:51:43
Message: <op.ug5sgi2oc3xi7v@news.povray.org>
And lo on Mon, 08 Sep 2008 10:54:58 +0100, Invisible <voi### [at] devnull> did  
spake, saying:

> Phil Cook wrote:
>
>> I've got it for the PS1, was actually replaying it only last month. I  
>> tend to get to that bit where you have a choice of multiple doors in  
>> the temple then start tearing my hair out. It's the save points that  
>> mess me up, heh I recall one point where you needed a mount to cross,  
>> but I'd got to a save point and switched off. Came back to that save  
>> point sans mount and had to hop back over the jumps to fetch it again.
>
> Amusingly, the PC version still has things like "press X to continue" in  
> it. ;-)

Heh a PS port to a PC how rare is that?

> I spent an hour or so completing one of those puzzles, and then the game  
> crashed. I was NOT happy! In all, the game seems a little bit glitchy.

Haven't had it crash*, more robust with fixed hardware obviously, but I  
know that frustration to get across a level only to be gunned down by a  
squig on a platform in the background; though it is fun to possess them  
and run them off high ledges.

Trouble is for me I think of it as a pre-cog game, you have to know what's  
on the other side of the flick screen before you enter it. I mean if you  
walk everywhere you get a split-second of reaction when the screen flicks,  
but it means your default manner is - walk to edge of screen, step over  
the flick, glance at everything, step back to flick, repeat until you can  
see what to do. Then that gets messed with when you're running away from  
something, seriously though I bet that opening sequence put of so many  
people - run, run, now jump up, oops too late you ran into the wall/ oops  
too soon you didn't catch the ledge/ oops you didn't pull yourself up in  
time. ;-)

> My sound card probably doesn't help. It's an expensive low-latency  
> model. But it also takes a split second to initialise before it will  
> play any sound. And Oddessy seems to initialise it only when it wants to  
> play some sound. This generally results in most of the sound not  
> playing. (Windoze has the same issue.)

Probably a bit of legacy PS coding, how do you cope with the whistle codes  
then?

*Interestingly since the latest PS3 update that allows you to access the  
OS menu while playing a game Oblivion has been freezing up more on  
autosave/relocation loads.

-- 
Phil Cook

--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com


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