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Sega Monaco GP 1979/1980 - My Remake

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Xiaou2:
I have to say... I never noticed before...   But   Spy Hunter   looks and reacts very similar to   Monaco GP.

 Same view, same acceleration effect of putting you deeper into the screen, same awesome top speed.. 
and Id be willing to bet the puddle effect is nearly identical.   SH also has the Ice sliding too.

camilty67:
Geecab - Signed up for the forum just to drop you a note on how outstanding your Monaco GP sim is.  Awesome job all around. 

Years ago (2002 maybe?) I used my GP boards to recreate a Monaco GP resource page:

http://www.arcademagnetz.com/monaco/monaco.htm

I assisted Phil Stroffolino in his simulator (somewhere I have a trail of dozens of emails on the play mechanics of the original game - timing, when the roads change, etc.).  However, I never got to try the final version of his sim because I could never get it to compile correctly.

I really like your version of the game better than the orginal, with the police car and all!

Here are a few thoughts I had while playing it as compared to the original TTL game:

1.  I believe there is one complete section of road missing (see attached pics).   The car makes the screetch sound during this section, and the car "wobbles" (like going on the road shoulder) UNLESS the car is in the solid light blue road strip section (toward the left), then no wobble.   I did not see this section in your remake on your Youtube video or when I played it - sorry if I missed it and it is in there.

2.  The car "wobble" on the road shoulder is too slow (should wobble a bit faster).

3.  As mentioned by others in this thread, the puddle should animate and be gone quicker.

4.  The "extended time" blinking/sound should be more rapid.

5.  In all of the original games I have played, the firetruck ALWAYS comes from the just right of center position (the right 2/3 of the road).

Other than that, at first play it felt spot-on.

I'll try to get a chance to reopen my archived emails and see if there is any good stuff in there.

Again, all I can say is WOW on the remake and it is MUST APPRECIATED by all of us Moncaco GP fans!  I know a lot of hard work went into it.

Best Regards

geecab:
Hey camilty67!

I can not tell you how many times I have visited your excellent resource page in the past. Its been really helpful site to me and probably one of the reasons why I set out to make my remake in the first place :)  Thank you so much for posting. You have raised a lot of great points, and yes absolutely any details you find in old emails regarding you and Phil's remake please please post them too!

I've always thought the road section you mentioned looked more like faulty hardware (board fault) rather than being an actual road. Now that I understand it is an actual road type I can not wait to add it! I've been making quite a few changes recently, and am hoping to upload a new version either this weekend or next. I am definitely going to put the new road into the new version as well as additional configuration options for other points you mentioned!!

Thanks again for posting!

:)

geecab:
Thought I'd mention the status of the next version.  I'll edit this list as I make progress. Hope to upload the new version either this weekend or next :)


* Analog Accelerator Support options (Complete)Analog pedal support for the accelerator. You can choose any axis, any ranges ("0 to +1", "-1 to 0" or "-1 to +1"), and you may also invert the axis.
 

* Steering sensitivity option (Complete)Lowering the steering sensitivity, means you'll have to turn the wheel/spinner more to move the car, but you'll get more precise (less jumpy) steering.


* Steering weight option (Complete)After having played Arkanoid on my driving cab, I really liked how the 'bat' moved when I rapidly moved my steering wheel from side to side.  When you move the wheel very fast, the bat takes a short while to catch up, and when you stop spinning the wheel suddenly, the bat doesn't stop dead straight away. This setting allows you to configure that same effect when moving the player car from left to right. With just a tiny amount of weight set, the game feels more like the arcade to me when running on my driving cab. You can configure the weight to be zero in which case the steering will be immediate like previous versions of the remake
 

* Puddle effect time option (Complete)How long the effects of the puddle last.


* Steering weight after hitting a puddle option (Complete)Momentarily making the car's steering heavier than normal after hitting a puddle thus giving the impression of a slippery surface.

 

* Pro-Monaco GP mode option (Complete)‘Top score over 10000 points’ LED section and ‘16 Successively cars overtaken’ LED section added. Trying to work out how these LED sections should work (see http://forum.arcadecontrols.com/index.php?topic=135783.0 for more information) I managed to get in contact with Dave (http://davesgameroom.com/GameDetail.aspx?GID=5), a member of this forum kindly sent me his email address. Unfortunately, Dave's ProMonacoGP is currently not working, and he can’t remember how the extra LEDs operate or what they used to show. So I had to guess how things might have looked/worked. In my remake, you’ll get 200 points for each 16 cars you pass successively, the points are awarded to your score immediately. The spot LED bitmap I used to indicate a single overtake is configurable. Scores over ‘10000’ do not get ranked (and they will never appear in the 1st 2nd 3rd 4th 5th ‘Today Best’ LED sections as they can only cater for a 4 digit score).


* Enable/disable sounds during attract mode (Complete)There were no car or firetruck passing sounds during the arcade version’s attract mode, but I thought I’d add an option to allow them.
 

* Arcade or linear car speed positioning option (Complete)Closer inspection of the arcade being played I noticed how the player car's position would move up the screen more rapidly at certain speed ranges than others. I've tried to recreate this. Thus...

    Liner car speed positioning:
        0mph to 200mph : player's car is positioned between the bottom and 1/2 of the way up the screen. This was the only option in previous versions of my remake.

    Arcade car speed positioning:
        0mph to 50mph : player's car is positioned between the bottom and 1/5 of the way up the screen.
        50 to 100mph : player's car is positioned at 1/5 of the way up the screen.
        100mph to 150mph : player's car is positioned between 1/5 to 1/2 of the way up the screen.
        150mph to 200mph : player's car is positioned at 1/2 of the way up the screen.

 

* Scoring options (Complete)How many points are award for when the player's car travels a full length of the screen. How many points are awarded for passing a car. How many points are award for passing a car on the bridge.
 

* Editable track (Complete)The attract mode track layout, and game track layouts are read from a text file which maybe edited.


* Player car 'wobble’ rate option (Complete)The rate at which the car twists from side to side when driving on sides of the road and through a marsh


* 'extended time' blink time option (Complete)The rate at which the ‘extended time’ notification flashes on and off


* Configurable Firetruck positions (Complete)Configurable in the track layout file. You can choose "RANDOM" or provide a specific position


* Added new 'Marsh' road (Complete)Road that is sectioned into dark (marsh) areas and light  (normal) areas. Driving on marsh causes the car to wobble (Looks the same as driving too fast on the side of the road). You can configure the speed at which driving on 'the marsh' starts to effecting the car. You can also configure how the car is effected when driving over marsh (the rate of slow down and the amount of steering weight).


* Give the track editor the ability to 'loop' at track rather than always have to add a 'goal' finish line (Complete)So that tracks can be designed that theoretically could go on for ever.


* Give the track editor the ability to set road width and road position to random (Complete)In the track text file, I want to be able to set the road width/position changes to be random for an indeterminate amount of miles. Currently, you have to explicitly state the road width should be <some value> at a certain mileage, then at x miles later the road width shall merge to <some value>, then a x miles later the road width shall merge to <some value>, and so on. Which is quite a hassle. It shouldn't take me too long to add something that you can state you want random road width changes within a minimum and maximum width range for x amount of miles.


Just doing some final testing, will upload the new version shortly   :)

xfassa:
Geecab - you just made my weekend (or next weekend). I really look forward to the update.  Thanks again for this awesome remake.  It really is more addictive than the original.  Believe it or not, I have not yet reached the end.  My best game is 95% complete.  The night bridge is tough!

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