Bombuzal

Everything to do with our favourite pastime! Reviews, recommendations, sells/swaps, problems etc. Whether they are on the latest consoles, arcade or retro classics. It's not the winning or losing, we came to play!
Post Reply
User avatar
punkrulesok
Baaaaaa!
Baaaaaa!
Posts: 2936
Joined: Sun Jun 09, 2002 9:17 am 0
Yahoo Messenger: punkrulesok@yahoo.com
Location: Wirral, UK.
Contact:

Bombuzal

Post by punkrulesok »

http://www.jgb.abelgratis.co.uk/DATA/B/BOMBU.HTML

didnt know Jeff had anything to do with that game? I mean, it is cool, because i remember getting it on ST years ago, and loving it.
It dosent really seem like a minter game, though?
User avatar
Dr. M
Baaaaaaa!
Baaaaaaa!
Posts: 6368
Joined: Sat Jun 22, 2002 12:44 pm 0
Location: Sitting in a chair in my office - sort of.

Post by Dr. M »

The game was written by Tony Crowther, but I believe that Yak contributed a few levels.
Bogdan
Baaaaa!
Baaaaa!
Posts: 1131
Joined: Tue Feb 18, 2003 2:15 am 0

Post by Bogdan »

I think someone wrote a version of this for the NUON system as well. Tough game in all of its incarnations.
User avatar
Ahchay
Baaaaaaa!
Baaaaaaa!
Posts: 6125
Joined: Tue Apr 23, 2002 10:23 am 0
Location: Londinium
Contact:

Post by Ahchay »

Bogdan wrote:I think someone wrote a version of this for the NUON system as well. Tough game in all of its incarnations.
Wasn't that the mysterious Mr X? I keep meaning to download it and give it a try...

Grab it from here

Cheers
Chris
the bizzarre ratings of an ignorant, deluded old fool
Bogdan
Baaaaa!
Baaaaa!
Posts: 1131
Joined: Tue Feb 18, 2003 2:15 am 0

Post by Bogdan »

Ahchay wrote:
Bogdan wrote:I think someone wrote a version of this for the NUON system as well. Tough game in all of its incarnations.
Wasn't that the mysterious Mr X? I keep meaning to download it and give it a try...

Grab it from here

Cheers
Chris
I'm not sure who wrote it, but I did download and burn the first version (never got around to the New Year's Day edition). The graphics and gameplay were remarkably close, but the play control was a bit off.
User avatar
Guru-Meditation
Baaaaaa!
Baaaaaa!
Posts: 4093
Joined: Mon Jun 16, 2003 10:46 am 0
Location: Bellevue near Seattle
Contact:

Post by Guru-Meditation »

passplay> is anyone else sitting with their balls gently nestled in a bowl of red jello?
User avatar
dtj
Baaaaaa!
Baaaaaa!
Posts: 3961
Joined: Fri May 10, 2002 1:17 am 0
Location: New Dark Age, USA
Contact:

Post by dtj »

Guru-Meditation wrote:http://www.jgb.abelgratis.co.uk/PROG/M/MINTER.HTML

When did Yak die? 8O
It's okay... it's an empty field, waiting for a date... the colon gives it away... (what an odd sentence).
SCI-FI: The Rise and Fall of Shimmerism | MUSIC: Distance to Jupiter | PLAYING: Electroplankton (DS), TimeSplitters 3 (GCN)
User avatar
PVB
Sheepie Whore
Sheepie Whore
Posts: 32542
Joined: Mon Apr 22, 2002 10:16 pm 0
XBL Gamertag: PVBuk
PSN: PVBuk
Location: Medway, U.K.

Post by PVB »

dtj wrote:
Guru-Meditation wrote:http://www.jgb.abelgratis.co.uk/PROG/M/MINTER.HTML

When did Yak die? 8O
It's okay... it's an empty field, waiting for a date... the colon gives it away... (what an odd sentence).
Not very accurate too; Photon Storm and RotMC were on the ST too. :)
User avatar
Partz
Baaaaa!
Baaaaa!
Posts: 1511
Joined: Tue Apr 23, 2002 8:46 pm 0
Location: Chippenham, Wiltshire

Post by Partz »

Ross goodley is missing from that credits list too....as is Dave Bishop...There was a mutilayer version of bombuzal developed by T.Crowther with ladders etc but I dont think mirrorsoft were interested.
User avatar
strawdonkey
Baaaaaaa!
Baaaaaaa!
Posts: 7566
Joined: Fri Aug 09, 2002 10:52 am 0

Post by strawdonkey »

Gotta admit I liked this - A shoot-em-up! Gahahahahaha.
User avatar
moobaa
Sheepie Whore
Sheepie Whore
Posts: 16118
Joined: Sun Sep 29, 2002 8:08 am 0
XBL Gamertag: petee moobaa
PSN: moobaa
Location: Sydney, Australia

Post by moobaa »

nitebycandlelite wrote:Gotta admit I liked this - A shoot-em-up! Gahahahahaha.
Class find :D
Riff
Posts: 22
Joined: Thu Sep 05, 2002 9:34 pm 0
Location: New Hope, MN

Post by Riff »

Bomb is one of the few games that will run at 60 fps in Nuance. At least its almost always near 60 fps on my Athlon XP 2800+. Thats probably the best way to play it, although there is no sound output. I also swear that one of the later levels does not properly complete after all bombs are eliminated. It may be the last level in which case the game probably does not loop back to the starting level.
User avatar
Partz
Baaaaa!
Baaaaa!
Posts: 1511
Joined: Tue Apr 23, 2002 8:46 pm 0
Location: Chippenham, Wiltshire

Post by Partz »

Riff wrote:Bomb is one of the few games that will run at 60 fps in Nuance. At least its almost always near 60 fps on my Athlon XP 2800+. Thats probably the best way to play it, although there is no sound output. I also swear that one of the later levels does not properly complete after all bombs are eliminated. It may be the last level in which case the game probably does not loop back to the starting level.
Does it run with duel perspectives or just top down?
Riff
Posts: 22
Joined: Thu Sep 05, 2002 9:34 pm 0
Location: New Hope, MN

Post by Riff »

Bomb! only duplicates the isometric view. It uses a 16-bit pixel mode with 16-bit Z-buffer and overlapping tiles to render the display. I guess it would be nice to have the birds eye view but I don't think that anyone would choose to use it over the more attractive 3D perspective.

I did forget to mention that I probably disabled the sound calls in the source code, so it might run a little slower with sound. It was one of the first non-trivial programs that I had running and sound library calls would guarantee a program crash back then all programs with sound calls had be recompiled to remove the calls. You don't need to do that with Nuance, although I'm not sure if the sound library is fully functional. I need to add a DirectSound interface back to the emulator at some point.
User avatar
Partz
Baaaaa!
Baaaaa!
Posts: 1511
Joined: Tue Apr 23, 2002 8:46 pm 0
Location: Chippenham, Wiltshire

Post by Partz »

Riff wrote:Bomb! only duplicates the isometric view. It uses a 16-bit pixel mode with 16-bit Z-buffer and overlapping tiles to render the display. I guess it would be nice to have the birds eye view but I don't think that anyone would choose to use it over the more attractive 3D perspective.
Nice - I figured the top down view would be an easier implemenation. I was thinking of doing something like this (top down) when i started fiddling around with tile graphics in direct draw but like most projects i start - it never got much futher than a few sketches/ideas in photo shop. The whole iso game thing is interesting from an algo point of view though. I think the original c64 game must have been a pain in the ass as it used character gfx over bitmaps (must have taken up the entire font?!).
Post Reply