Newsgroup: it.comp.software.emulatori
Titolo: Hades Nebula.

Il piu' grosso peccato di questo gioco e' che la musica iniziale dura troppo
poco, e quella di mezzo e' trippy ma troppo cretina... per il resto Hades
rimane una solenne schifezza, checche' ne dica zio ABS.
E ai veterani di ICE/ICSE: un bel dito medio proteso, this is my place, as
your friend the little biscuit says... :D
Now listening: Chris Huelsbeck and Ramiro Vaca - R-Type.
               (Doppelganger Summer Remix) - (R.K.O. Rulla)
-- 
Davide Inglima, limaCAT
Sign in ricostruzione...

rimane una solenne schifezza, checche' ne dica zio ABS.
Bentornato lamerone

your friend the little biscuit says... :D
Ma ROTFL. Un ritorno da vero conte, i miei omaggi, spero salti fuori
Brain Dead a omaggiarti con qualche insulto dei sui :P
A proposito... dove cazzo eri stato tu?
-- 
Zappa
"I will not feed you hunger,instead 
 I bite the pain
 Looking not back but forward,
 I bite down hard"
 
 Death - "Bite the pain"

 Brain Dead a omaggiarti con qualche insulto dei sui :P
Sucatemela.

poco, e quella di mezzo e' trippy ma troppo cretina....
Io direi che il suo piu' grosso difetto e' la difficolta' troppo
esagerata...
-- 
http://mcmxc1.splinder.com

Sucatemela.
Hahahahahahahahahahahaha!!!!
Count is back! :P


 perfettamente calibrata 
Sarei curioso di vedere i tizi di AIVA e giapponesi vari che finiscono
Ikaruga alla prima partita solo schivando (vabbé, io non ci credo, ma
così si dice...) alle prese con questo misconosciuto titolo...
Già che ci siamo, Mark Greenshields è al lavoro nientepopodimeno che
con Dino Dini (!) al VERO successore di Kick Off 2 (chiamato, con
forse troppa fantasia, Soccer 3), del quale si dicono mirabilie. "The
most important difference between our game and other games is that you
control strength, height, direction and swerve of your kicks." :o
Ecco un'interessante intervista da Eurogamer
As you may have heard, Dino Dini is back doing what he does best -
making footy games. In the days when creative mavericks ruled the
roost, and Kick Off 2 was duking it out with Sensible Soccer, Mr Dini
was a household name. A follow up, Goal!, appeared in 1993, but after
that he upped sticks, went to work in the USA and seemed lost to
gamers forever, to be remembered by a bunch of thirty-somethings who
still cherish those sepia tinted days of sprites and pure gameplay. We
often wondered how Dini's knack for producing pure football gaming
experiences could ever be translated to 3D, but assumed that in these
days of huge teams and big budgets that his purist vision was lost in
the crowd, part of a bygone era that could never come back.
But we were wrong. Dino Dini actually "never left the industry", he
was just determined to wait for the right opportunity to arise and to
work with a company that shared his uncompromising vision of the way
football should be translated to our screens. DC Studios, headed up by
one of Dini's partners in crime Mark Greenshields, has signed up Dini
and his Abundant Studio outfit to work on the project. But we're not
there yet, for the project, codenamed Soccer 3, is only in its initial
stages and hasn't even been given a tentative release date yet. It
might be a while yet before we even get to see it, but we're quietly
confident that with Dino Dini at the helm it's not going to be
released until it plays in a manner that truly give players a "deep
sense of satisfaction when you score a superb goal and you know that
it was all down to you". Kick Off 2 gave the player that feeling;
let's hope this carries on that tradition.
Eurogamer: What have you been up to in the last 11 years? 
Dino Dini: Best thing to do is look at the website...
Eurogamer: Why didn't you carry on making games after GOAL? Surely
your reputation would have been worth carrying forward into the early
PSX era?
Dino Dini: I did actually try and get Sony interested way back before
the PlayStation came out. But ever since the PS, the industry started
thinking 'big' - it lost appreciation of individual talent. This can
be seen in the way that football games have developed since... mostly
with big licenses and big teams and very little focus on a core of
great gameplay, of the art of video game development as I understand
and value it.
The industry has focused on ever-increasing production values instead
of the core essence of interactive entertainment. What use is someone
like me in that environment? This deal with DC [Studios] gives me the
chance to correct this, hopefully allowing me to bring the 'old
fashioned' values of game development into the modern setting. This
has always been possible, but the industry has increasingly forgotten
what interactive entertainment is supposed to be all about. I find it
odd that people question if the gameplay of my old games can work in
the modern game industry. What people forget is that making a great
game is no different from making a film, writing a book, or composing
a song. The technology by which you make the entertainment product may
change, but in the end the principles of entertainment remain,
whatever happens.
Eurogamer: Why have you made a return now? Why now in particular, and
not, say, a few years back?
Dino Dini: In fact I have never left the industry. However, as I've
mentioned, this industry does not really champion individuals. How
many people know the creative force behind GTA3 for instance? Instead,
the industry has pushed the labels, the publishers, the brands.
Although this works in the short term, brands generally have a limited
lifespan, as we are now starting to realise. People get bored with the
same stuff time and again. If you want true longevity in this
industry, it has to be through the promotion of the talent behind the
products, in my opinion. I think that as the industry's creative
crisis continues to deepen, it will increasingly value and promote
creative individuals rather than brand names. Perhaps this trend is
now beginning, and companies like DC and myself will lead the way.
Eurogamer: Have you settled on a name for your new game yet? 
Dino Dini: No. But it is already known as Dino Dini's next football
game. The label is just a marketing decision. Internally we call it
Soccer 3.
Eurogamer: When are you expecting it to be released? 
Dino Dini: This is undecided at this time.
Eurogamer: What will your role be on the project? Purely design? 
Dino Dini: My role is project director. In essence, I am the lead
designer, the lead programmer, and the head of production. It is a lot
of responsibility, but I get the work done through a good choice of
team members, and delegation; in fact, we are currently expanding the
team. Even so, the project is every bit a Dino Dini game even if I am
not actually coding every line in it.
Eurogamer: How many people are going to be working on development? 
Dino Dini: We currently have a small core team on the project, though
having created the core gameplay functionality we are now expanding
the team significantly.
Eurogamer: How does this compare to the old days, and how long will it
take by comparison?
Dino Dini: In the old days, the team was just me, plus contracted
artwork (one person, not full time). The time frames, in practice, are
not a lot different. The game code is more complex however. In this
game, we have to cope with much higher ball collision precision,
because the camera can be right on the pitch instead of hovering
overhead at quite a distance. Other football games can get around this
by doing things like deciding if it will be a goal as soon as the shot
is taken, and then guiding it into the keeper hands if it is decided
that it's not a goal. I do not call that good gameplay. But to give
the player the choice and freedom of shooting as they choose means
that we have to do some pretty complex AI, the kind of challenge that
very few game developers try to take on. Coordinating a far larger
number of animations takes time too.
Eurogamer: Why are you releasing it on seven platforms? Does that
present extra challenges?
Dino Dini: All the games I have ever written have been portable,
although admittedly, in the early days they were written entirely in
assembler, so they were only portable on systems with the same CPU.
Kickoff and Kickoff 2 were written by me for ST and Amiga. GOAL!, was
written by me for ST, Amiga and Mega Drive. All these versions used
68000 CPUs, but had vastly different hardware. Cross-platform
development is meat and drink to me, although the industry in general
has often shown a poor record of doing this.
Some platforms, such as GBA, will probably require a lot of rework
because they are too different in capabilities from the current
generation hardware. However, the feel of the game can always be
retained, even if some features are cut back.
Eurogamer: Tell us about the game - will it be top down again? 
Dino Dini: It will be whatever view the user wants. The default view,
however, is side on in the manner of the current crop of games. I take
a great deal of care over the camera AI however, and have implemented
some innovations in this area.
Eurogamer: How do you expect to translate your ideas on the gameplay
to the programmers?
Dino Dini: The principle is to provide a basic framework that can then
be tuned. There are a lot of algorithms, but each one is quite self
contained and relatively simple. I have developed a very strong
rapport with Stefano, the AI programmer, so that it is enough to
discuss and algorithm with him, and he will go and implement it.
Later, I tune the parameters so that the game has the right feel.
Eurogamer: A huge number of people love the 3D approach mastered by
Konami in Pro Evolution Soccer, and to a much lesser extent in FIFA -
are you taking them on at their own game or going at it your own way?
Dino Dini: There is nothing wrong with the 3D approach, and in fact
way before FIFA came out with it, I was trying to get a team together
to make a 3D version of my football games. However, 3D presents many
challenges in programming and design; I do not feel any game has yet
been released that gets it exactly right. I have been trying to get
this game made in one way or another since 1995. I am hoping that when
this game is ready, it will really show what has been missed out all
these years.
Eurogamer: What do you feel games like Pro Evolution Soccer
fundamentally lack, and what will your game do that theirs don't?
Dino Dini: For me, there is no real feeling of being in control, of it
being up to you. Anyone who has played football for real knows that
the game is exciting because when you get a chance, you have to pull
yourself together, focused in one instance, to perform an action
flawlessly in order to score (unless you get lucky!). There is no
feeling quite like it in the world; when in that moment - when it
really counts - you become calm, focused, and entirely living in the
moment, without any thought of the past or future. And then you score
the perfect goal. It is why sports are so addictive. My game will give
you that feeling, that deep sense of satisfaction when you score a
superb goal and you know that it was all down to you.
Eurogamer: Do you enjoy any of your rival's footy games? What do you
like or dislike about them?
Dino Dini: I keep up-to-date with latest developments in other
football games, as part of my work.
Eurogamer: What feature from their games are you likely to implement? 
Dino Dini: I take as my lead the features I feel are important from
the real game of football. As we are all copying the same sport, there
will no doubt be features that are shared, but I have a very long list
of ideas of game features that I have never seen implemented.
Eurogamer: Are there likely to be any completely new features in the
game?
Dino Dini: Yes, but they are secret.
Eurogamer: What was it that made Kick Off 2 so popular, do you think? 
Dino Dini: The fact that you were in control, that the game was
designed to be a sport in its own right, and that nothing really like
it had existed before Kickoff.
Eurogamer: Do you believe the game will be a commercial success - how
do break the EA/Konami stranglehold?
Dino Dini: With the correct backing, it will do for the genre what
Kickoff did in 1989. It is no fluke that my games won several awards.
It is a shame that I have been unable until now to find the right
backing to take what I do forward. DC has now provided me with that
opportunity.
Eurogamer: How important will licensed player names and teams be to
the overall product?
Dino Dini: Licenses are a marketing issue. They help to market and
sell the game, but in the end, I am here to put you on the pitch, not
famous names. This will be the essence of our approach.
Eurogamer: Will it have an online component? Explain your
justification either way.
Dino Dini: It is likely to have an online component. In fact online
play has been tested out on GOAL! and has been found to be quite
successful.
Eurogamer: What happened to the ill-fated E-Kick Off project? 
Dino Dini: E-Kickoff was an experiment I conducted while working in
the US. It was self-funded, and done in my spare time. I gave it up
because I did not have the time to devote to it.
Eurogamer: How did you feel about Anco continuing to milk the Kick Off
brand?
Dino Dini: Anco is no more, as sadly Anil Gupta passed away last year.
I feel sad that the Kickoff name was devalued through the creation of
inferior products. However there was very little I could do about
this.
Eurogamer: Do you play any other games - if so which ones? 
Dino Dini: I enjoy many kinds of game, ranging from RTS to RPG to FPS.
Eurogamer: Dino Dini, thank you.

Mario Ciampa wrote:

Anche.

 A proposito... dove cazzo eri stato tu?
 
Quando lavori 8 ore e pendoli (ovvero fai il pendolare) per 4 uno dovrebbe
cominciare a decurtare su tutto. Tanto sono qua no? :)

 Sarei curioso di vedere i tizi di AIVA e giapponesi vari che finiscono
Lungo, traduci e riassumi.

control strength, height, direction and swerve of your kicks." :o
Una sola cosa: Dino Dini lo sa. Ma mi sa che se lo e' dimenticato da
un pezzo :P


 Anche.
però Bombo era facilissimo

 però Bombo era facilissimo
Anche la versione in qbasic?
-- 
Hades Nebula 106%

cominciare a decurtare su tutto. Tanto sono qua no? :)
No.
Torna in ML,lavativo.
-- 
-Bibbio-
BUBBLE Team (51984) III.9
Senior Manager nella Italian Hattrick Newsgroup Federation

 Kickoff did in 1989.
Io adoro Kick Off. Ma sticazzi, a questo chi glielo dice che sono passati 15
anni?
-- 
Jax
====
"E' possibile accedere a Internet da qualsiasi posizione."
Introduzione a Windows98 (seconda edizione)

 15 anni?
 
Boh, diglielo tu. :D
-- 
Hades Nebula 105%

 Lungo, traduci e riassumi.
"E'il giocatore che deve dare spettacolo e non il gioco a darlo"

 anni?
Sì, credo se ne renda conto, infatti il nuovo gioco non dovrebbe
essere un semplice remake pompato, ma un'alternativa sostanziale ai
titoli di calcio molto/troppo "televisivi" dei nostri anni (a me di
vedere riprodotti perfettamente i peli nel culo di Ronaldo o lo stadio
del Borussia Moenchensticazzi frega molto poco, sinceramente...
preferisco non essere costretto a muovermi sui "binari", per esempio,
e vorrei che contasse di più la mia abilità e meno i calcoli random
della CPU).
Ti riporto un intervento dell'attuale campione del mondo di KO2, che
in linea di massima condivido (anche se a me PES piace comunque, e non
è proprio così automatizzato di come lo dipinge in questo post, eh...
un fondo di verità esiste comunque, è innegabile. Inoltre, a KO2
preferisco di gran lunga Sensible 1.1 :D )
"Quando gioco a PES3 premo X e lo lascio premuto facendo il pressing
automatico,recupero palla,faccio X e destra e passa il pallone
automaticamente all'attaccanta,poi faccio su con la croce e aspetto
l'animazione, poi faccio giu e frego l'avversario che a sua volta ha
premuto x, poi premo il tiro e metto la barra a meta, tira
automaticamente all'incrocio dei pali:goal!
Esaltante non è vero?
Quando gioco a KO2 premo su per fare pressing,l'avversario cerca di
saltarmi allora mi devo concetrare per capire da che parte va in una
frazione di secondo, riesco ad essere in anticipo allora mi metto
davanti cosi proteggo la palla con il corpo, faccio un 180 gradi con
il joystick in 2 decimi di secondo e riesco a girarmi senza perdere la
palla,vedo l'attaccante che scatta,voglio fare un passaggio filtrante,
allora premo il pulsante e tiro, subito dopo metto un po di
altezza(premo il joystick in giu) e metto quel giusto effetto (premo
il joystick a sinistra), il passaggio è perfetto e grazie ad un buon
controllo con il joystick sono riuscito a controllare bene la palla,
ora sto davanti al portiere e devo prendergli il tempo,aspetto un po
tiro rasoterra con l'effetto a rientrare:goal!
Secondo te quale dei sue approcci è piu divertente?
E' sufficiente come argomentazione?
Sostanzialmente a te KO2 non piace perchè non hai un Amiga o non hai
un joystick vecchia maniera o non ci sai giocare.
La terza è la piu comune,in quanti preferiscono premere un pulsante
fai-tutto-tu?"

Andrew B. Spencer wrote:


Beato Hugh Hefner allora...
-- 
Hades Nebula 105%

 Torna in ML,lavativo.
Nah, a me pare che i.c.s.e si sia delamerizzato... e parecchio :)
-- 
Hades Nebula 105%

Nah, a me pare che i.c.s.e si sia delamerizzato... e parecchio :)
Vabbeh, adesso sei tornato tu :P
Zolla dove sei!!!!! :P :P :P


Anche la versione in qbasic?
Però Delitto sull'Autostrada era mitico! "Ho bevuto Vigorello, ve
faccio 'n culo come 'n'ombrello!" "Si te riconosco me meni, si 'n te
riconosco me meni uguale, dimme che me voi menà!"

 fai-tutto-tu?"
Su questo sono d'accordo, e si riallaccia a quello che dicevo prima: i
videogiocatori odierni, al contrario di quelli vecchio stampo, amano gli
automatismi e le cose facili.
-- 
Jax
====
Nelle cose del mondo, non è il sapere, ma il volere che può. (Nicolò
Tommaseo)

 meni uguale, dimme che me voi menà!"
Guarda che loro parlano di Bombo, mica del mitico Franco "Adelmo
gravissimo" Lechner. Tze tze

Nah, a me pare che i.c.s.e si sia delamerizzato... e parecchio :)
Si,ma siccome la natura aborra il vuoto,sei tornato tu :)


gravissimo" Lechner. Tze tze
Guarda che lo so :-P

 Guarda che lo so :-P
Al che mi sovviene che bisognerebbe provare Hades Nebula sull'autostrada per
un'esperienza completa


Sì, in effetti Hades Nebula sull'autostrada è molto bello, soprattutto
se è abbandonato in una zona dove passerà un TIR e lo schiaccerà.

 Zolla dove sei!!!!! :P :P :P
Ragazzi... tutti ad urlare al prossimo ICSE meeting:
ZOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLAAAAAAAAAAAAAAAAAAAAAAAAAAA!
-- 
Hades Nebula 105%

Devil Master wrote:


Poi un bambino si ricordera' del suo cagnolino Hades Nebula, rubera' una
macchina del tempo al suo zio scienziato, tornera' indietro, si incarnera'
in un legionario romano e fara' dipingere in rosso "Hades Nebula
Ritornera'! Hades Nebula Ritornera'! Hades Nebula Ritornera'!" centomila
volte ad un povero figlio di un minatore che lo stava scrivendo in piccolo
e sgrammaticatamente... e passera' di li' il tizio che pensava di essere in
vacanza, offri' uno spinello a suo padre in un lonano futuro e...
E munch passera' di li' e uso' quella scena per un suo quadro, disegnandolo
tutto a puntini colorati.
Hades Nebula... Continue?
[ ] Yes
[ ] No
Disgraziatamente il tir sbando', il conducente non si fece del male pero'
passo' di li' una banda di clown, rubo' il carico di pupazzetti che
costavano troppo e tre ladri dei pagliacci (un caffeinomane, uno con gli
occhiali a fondo di bottiglia, ed un gatto con una spada con antiche rune
rotondeggianti)... un carabiniere grasso e lento con basette troppo lunghe
esclamo' "Maledetta banda dell'Harry AP! Me l'ha fatta ancora una
volta!!!", mentre il sottoposto, un altro gatto con un orologio nel
taschino se la sghignazzava di brutto...
-- 
Hades Nebula ... RULEZ!

[ ] No
P.S.: Ti sei completamente fuso il cervello, è ufficiale :)


P.S.: Ti sei completamente fuso il cervello, è ufficiale :)
che pensa vedere gli amici ridotti cosi' :(
per fortuna io questo non lo conosco :D
-- 
FRM
Boss di fine gioco del B.O.B.B.L.E.
In difesa dei draghetti saponosi.
Blast off and strike the evil Bibbio empire

per fortuna io questo non lo conosco :D
Cos'e', hai perso la memoria? :P


Cos'e', hai perso la memoria? :P
per perderla avrei dovuto averla ^^;;
a proposito, ma tu chi cazzo sei? :DDDDD


a proposito, ma tu chi cazzo sei? :DDDDD
Ma ROOOOTTTTFFFFLLLL :P :P :P
Sei peggio di un pesce :D


Nah, a me pare che i.c.s.e si sia delamerizzato... e parecchio :)
Non si fanno queste predizioni che porta ASSAI nero

un pezzo :P
Bah... sino a che non lo vedo non ci credo

fai-tutto-tu?"
Sintesi meravigliosa. Concordo al 110%