I’ve been lucky enough to have my brother Nick help with some play testing recently. He is the former World record score holder for arcade Space Harrier, so his feedback has been invaluable. He has picked up on lots of things that aren’t right or don’t feel right. Luckily most of them were fairly minor, but some of them have caused me some hard work – when he thinks the game is too hard, then it really must be too hard! To be honest, I wasn’t really expecting (or wanting) to hear that. Enemies in the distance are quite hard to pick off in my conversion, and from Nick’s feedback, being able to do that is really important in doing well at the game. It is not all that obvious or noticeable, but the arcade version gives a helping hand with shooting things – it has lock-on and auto-aim. I’d shied away from trying to do this as it seemed quite complex to implement to me, and I thought that just having a large enough collision area on distant enemies would easily compensate for the lack of it. Not enough of a compensation though, it would seem. The lock-on goes by line of sight and whatever enemy is straight ahead gets locked onto for a short while, indicated by a short “chirp” noise. Firing at this point then gives an almost guaranteed kill. The line of sight stuff was what I thought would be hard, but as I have to sort the sprites to draw them in reverse line of sight order, it just naturally falls out of that. The bullet chasing down the moving enemies was more tricky than I thought, and my cheap CPU cycle implementation isn’t quite as impressive looking as the original. But, it has got the thumbs up from Nick as far as playability is concerned, so I’m not going to worry too much more about it.
The other thing that came out of Nick’s play testing, was that the game actually goes wrong part way through the very last stage if played through from the beginning! Given that each stage plays through perfectly on it’s own, this was a bit annoying to say the least, and I could hardly believe it was really happening. So I spent a good many hours, wasting nearly the whole weekend trying to figure out what was going on. It should have been quicker, but my initial ideas of likely causes were off base. However, I did have some fun learning to use some of the excellent debugging features in the newest Altirra builds. Not only does it have the usual ability to set breakpoints on reaching a certain part of the program, but you can also set breakpoints on accesses to particular memory addresses or ranges of addresses. Being able to break on just writes to some addresses really helped out a lot, and I eventually tracked the problem down.
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