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Universe Unknown: final

Games & Demos - Universe Unknown: final

 Tuesday, May 02, 2006 - 20:23
 Submitted by: snout
 Topic: Games & Demos
 
After several weeks of additional development -and admittedly a break of a few months- Infinite released the final version of Universe: Unknown, the horizontal shooter which, based on points from the juryreport, became runner-up in the MSXDev '05 competition. Changes in this new version of the game:
  • [F1] for pause
  • [F5] to continue
  • If you play the ROM in an MSX2, a custom palette is used. Hold down [shift] during boot to avoid this palette (for example if you wish to use Palette editor or the default MSX2 palette)
  • Several levels have been modified and/or fixed
  • Improved musicplayer
  • Introdemo is tightly timed
  • There's an enddemo now
It's nonetheless still a tough game that will require the most from the shooter-experts amongst you. Although Infinite plan to release a nice manual to the game in the future as well, their focus is now primarily targeted on their upcoming game which will be entered in the MSXdev'06 competition.

Relevant link: Universe: Unknown
 
 


By Google

By viejo_archivero on May 02 2006, 21:10
Great news! Congrats for the release!
By Maggoo on May 02 2006, 21:36
Excellent updates ! Allthought even with the F5 it's still too difficult for me

Anyone got a cheat / trainer for it ?
By wolf_ on May 02 2006, 21:38
Try savestates @ bluemsx ..
By BiFi on May 02 2006, 21:40
I guess Vampier or mars2000you will make a trainer sooner or later
By spl on May 02 2006, 21:44
Simply great
By mars2000you on May 02 2006, 21:45
Indeed !

!cheats for blueMSX :universeunknown
!(c) 2005 Albert Beevendorp and (c) 2005 Patrick van Arkel
0,61012,255,0,power
0,61013,128,0,power
0,62148,233,0,lives (ascii code)
By Randam on May 02 2006, 21:56
Fab update. Good to see these polishings on already a great game.
By wolf_ on May 02 2006, 22:02
btw, about the new colors, I actually like the reds being orange/brown'ish.. it looks quite cool in the introdemo, moon looks better to me, and Jim also looks better. Agree? (there's really no red anymore in the whole game ^_^)
By wolf_ on May 02 2006, 22:19
btw, if you suddenly appear to be without weapons, then you prolly had a collision of some bullet orso.. if you have enough energy you could survive such an event.. This, ofcourse, to meet all these ppl moaning about the toughness of UU. ^_^
By Edwin on May 02 2006, 22:50
And not to be forgotten, quite a few bugs fixed as well! (yes, even this game had bugs )
By Whizzy on May 03 2006, 00:13
Just tried this on RuMSX emu..

All i can say is ... WOW

Excellent game !! superb work guys
By Imanok on May 03 2006, 08:37
Great work, guys!! keep on bringing us games like that!!
By konamiman on May 03 2006, 09:09
Collision detection is too strict. It gives the impression that the ship crashes when it is close to the background but before touching it, it drives me nuts!

I think collision detection should be more relaxed, just like in Nemesis series, where even some pixels of the ship can touch the background before collision is detected.

Apart from this, the game is very nice. And since musics are made in Wolf, I want a version with Moonsound musics!
By jltursan on May 03 2006, 10:21
Look what happens when you relax too much the collision routine.......people gets insane!

Great work Infinite!
By wolf_ on May 03 2006, 10:25
konamiman: this is the final version, for we want to get on with the next game and we're sick of it!.. So, better get used to the.. "pixel-perfect" collisions. So, also no moonsound upgrade, but I might just randomly re-arrange these tunes (studio-re-arranges).
By jltursan on May 03 2006, 10:28
...eeeerrm. I missed the video link

video.google.com/videoplay?docid=5502903761786002245&q=gradius&pl=true
By konamiman on May 03 2006, 11:33
NOOOO!! I want a "Konamiman special edition" with Nemesis-like collision detection! X-D
By Edwin on May 03 2006, 12:44
Changing the collision of the craft would actually be quite easy, but the current collision rectangle was chosen with reason. IIRC, its vertical size is one pixel larger on each side than the weapons. This was done to remove the comfort of Nemesis where you know you can pass something if you can shoot. We actually expected people to not like this one too much because of the Nemesis experience. But we're rebels
By KNM on May 03 2006, 13:09
As always,Excellent job from Infinity guys!Pretty hard...but as much as addictive!And for Wolf_,great composing !!
By GhostwriterP on May 03 2006, 13:16
Well... Stage 2 is improved, and love the spectacular end demo (nice and short)
By sunrise on May 03 2006, 20:56
Nestor, it would be stupid -as I say as even seller of moonsound- that if you already consider it to be a nemesis look a like than it had to no moonsound but SCC
By snout on May 03 2006, 21:39
sunrise: listen to SillyCone Christmas and think again!
By BiFi on May 04 2006, 08:46
@snout: in that case, I'd go for SCC as it's more widely spread than MoonSound
By konamiman on May 04 2006, 10:00
You stupid! Don't use my real name! Someone could be spying us!! X-D

Ok ok, SCC would be nice and provide a Nemesis-like feeling... but if collision detection is not Nemesis-like, anything else doesn't matter! Also, Moonsound+Wolf=Great experience ensured.
By wolf_ on May 04 2006, 11:44
1 There's about 500..600 bytes left in the ROM
2 Edwin doesn't feel like creating a mapper
3 I don't feel like expanding UU anymore, it's done when it's done, and it's done
4 dev06 entry will have psg or psg&scc
5 I'll probably create re-arranges, in case you really want a bigger version of the tunes


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