Re: Speaking of projects:

From: chumblespuzz <chumblespuzz_at_home.com>
Date: Wed Sep 05 2001 - 14:20:24 EDT

Awesome idea. Tempest levels that move/change/undulate as you play. Perhaps
large playfields that scroll.

-roy-

----- Original Message -----
From: "Zonn" <zonn@zonn.com>
To: <vectorlist@synthcom.com>
Sent: Wednesday, September 05, 2001 2:07 PM
Subject: Re: VECTOR: Speaking of projects:

> On Wed, 5 Sep 2001 13:54:09 -0400 (EDT), "Christopher X. Candreva"
> <chris@westnet.com> wrote:
>
> >
> >A while back, I think Clay had posted that one idea for a Sega
multi-sound
> >was using mp3 chips as in the Rio. I got a new Mouser catalog last
night,
> >and one of the ***NEW*** chips listed is an ST mp3 decoder chip. They
want
> >around $15 for it -- I'm guessing Clay has a line on something cheaper,
but
> >I figured I would mention it here just in case.
> >
> >Another idea that came up recently: I've been looking for a clock for my
> >gameroom, and had the idea of a 'vector clock', without a clear idea of
what
> >this would be. I've toyed with everything from just leaving an old
laptop
> >set up with something running, to wiring up a microcontroller to run my
> >scope when I'm not using it (but why shorten the life of the scope).
> >
> >Mouser lists Dallas Semi clock chips for around $5 - same ones I just saw
on
> >some old mother boards. So here's an idea for you multi-game makers: How
> >feasable would it be to stick a clock chip on a multi-game project, and
have
> >a clock for the screensaver of the menu ?
> >
> >Tempest with the tubes is what came to mind, this is just a free-for-all
> >idea.
>
> How about taking the figure 8 level in Tempest and stretching it to a hour
and
> minute hands? Then move the hands based on time of day. It would of
course be
> playable as it moves (and would be a *lot* more fun if there were also a
second
> hand. ;^)
>
> -Zonn
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Received on Wed Sep 5 11:22:49 2001

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