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MOVIELORD101
Game's not working

Just went to the site, and the game's not coming up! WTF?

EDIT: Never mind. For those of you wanna keep playing it, here's the file from the site to download. Just drag it into your web browser.

http://spaceparanoidsonline.com/Tron2v7.unity3d

PostPosted: Sun Feb 26, 2012 1:45 pm
FLN 2.0
 Space Paranoids Online
High Scores

It is possible to get into the high score boards. I am currently at 240,100 points. My method,however, is a secret.

PostPosted: Tue Oct 11, 2011 10:53 pm
SoCalSteve
maybe GPU(FSU)Robbie can vectorize something that would be worth printing @ kinkos or on a good home printer.

PostPosted: Mon Aug 09, 2010 4:47 pm
Billhouse
KC0GRN wrote:
Yeah I finished the space paranoids Recognizer Kills a few weeks ago, well after the game was introduced, and around the same time I completed all the levels in Circuit Cycles.

I got all the postcards form the Circuit Cycles accomplishment, but no space paranoids pin or sam flynn's 89 logo. I assume I was just too late.


Seems to be the case for a lot of us which I suppose why that stuff is commanding a pretty penny on the 'Bay.

Does anyone have a nice quality, sized 89 graphic from the stickers? At this point I'd like to at least print one out and tape it to the inside of my rear window. Smile

PostPosted: Mon Aug 09, 2010 4:33 pm
KC0GRN
Yeah I finished the space paranoids Recognizer Kills a few weeks ago, well after the game was introduced, and around the same time I completed all the levels in Circuit Cycles.

I got all the postcards form the Circuit Cycles accomplishment, but no space paranoids pin or sam flynn's 89 logo. I assume I was just too late.

PostPosted: Mon Aug 09, 2010 7:42 am
thebruce
ReRez, mlinsley:
Both of you, PM me

PostPosted: Mon Aug 09, 2010 6:40 am
mlinsley
ReRez wrote:
There must be a time limit to obtain the "Overkill" mail in pin as well as the Search for Sam Flynn pin and stickers. I completely missed both of these parts of the game, so I decided to try and solve them both recently- this was shortly before CC2010. Still no pins. My Flynn Lives user name is UserX. If 42e follows the ARG. Sad



Yeah man you probably wont get them since those games where started a while ago. I finished the Overkill and beat the game which I did get the digitil badge but I didnt get the Space Paranoids pin. I won that over a month ago. THe Paranoids pin was the one I was looking forward to. But yeah my user name is mlinsley if 42e follows also.

PostPosted: Mon Aug 09, 2010 5:07 am
ReRez
There must be a time limit to obtain the "Overkill" mail in pin as well as the Search for Sam Flynn pin and stickers. I completely missed both of these parts of the game, so I decided to try and solve them both recently- this was shortly before CC2010. Still no pins. My Flynn Lives user name is UserX. If 42e follows the ARG. Sad

PostPosted: Mon Aug 09, 2010 2:13 am
VanGoghX
Clu Program wrote:
I just saw this:
They forgot to paint the square.
Embarassed
That explains why I haven't been able to finish the game! Bang Head

PostPosted: Sun May 23, 2010 10:08 am
Clu Program
I just saw this:

Embarassed

PostPosted: Sun May 23, 2010 8:01 am
Broklynite
Erm...I feel that I ought to point out that we only see moments of the game on the arcade screen. What we see shows a stationary turret, a tank either frozen or moving in one solid direction, and shooting upwards at a nearing recognizer. I never assumed that you could really drive the tank- we never see it turn or anything. There were faux 3-D perspective games at the time. Had they wanted, I'm pretty sure they could have made it. It just looked, well, boring. Look, the whole point of the game was to show us the Recognizers as well as to show us that Flynn is a kid at heart, etc. etc. The game itself consisted of shooting up. One could theorize that one would have to time the shooting well, but I wouldn't have wasted more than a quarter on it back in the day.

If the code had been advanced to 1989, I would have still been pretty shocked to have the SPO version for one of my home computers. That said, there was a FPS created even back then, called The Colony. It came out in 1988, has real-time rendering, even had a driving section. And it was a friggin awesome game. It was in black and white at that point but was re-released in 1990 in color for the Amiga (I played mine on my Mac).

Edit: In fact, here's a nice youtube video done by the creator talking about it a bit and showing it. The graphics might seem simple now but back then? Mind. Blowing. http://www.youtube.com/watch?v=i1XENlUUOhA

PostPosted: Sat May 22, 2010 11:46 am
Euchre
Considering Kevin Flynn was supposed to be gifted and making very advanced games, I'd say Space Paranoids isn't stretching too much, even for 1982. I remember Zaxxon from 1982, which was 3D in style and a degree of function, by 'cheating' a little in the way the side scrolling was done (you could change elevation and the perspective was such it gives a sense of depth). Just the idea of traveling in three dimensions is represented in games as early as Starship 1, which was the first video game I ever played. It used line graphics and your controller only really moved left and right, up and down, but your perspective was of traveling constantly forward - so you were given a 3D perspective of approach. As far as advancement in 3D gaming experience with surprisingly well designed grapics (although not with polygons) After Burner is pretty notable in 1987. If you throw in the previously mentioned I, Robot game, all the pieces are there to make something like Space Paranoids possible in 1982, let alone 1989.

If you want an example of a personal computer that could do 3D rendering early on (1985), consider the Amiga.

PostPosted: Sat May 22, 2010 9:22 am
emeraldbeacon
DarkJaguar wrote:
This is Kevin Flynn's server. And if "Flynn Lives", I'm sure he has updated his systems and files...
After all.... KF was the ORIGINAL "computer nerd".....
jes' sayin'...


True... but how many computers from 1989 could run (fluidly) a 3D interactive application? The average home computer, no chance. The average corporate mainframe, maybe - but that would take some immense computing power. That's why Flynn was using his own private mainframe. He probably built it for the express purpose of building a better game... then when Jordan died, he revised his plan into something more... significant.

Although, we have to consider that, in the Tron universe, that kind of 3D gaming apparently WAS viable in 1982 (as evidenced by the appearance of Space Paranoids in the film)...

PostPosted: Sat May 22, 2010 1:10 am
DarkJaguar
Ihatebees498 wrote:
emeraldbeacon wrote:
VanGoghX wrote:
DarkJaguar's suggestion is the most likely explanation. Flynn's manipulating code and data in some manner from the other side. After all we know that he does page Alan in the movie's trailer.


code from 1989 simply doesn't function on most modern computers. The code - and images - had to be adapted to modern computer systems, hence the new formats.


Don't forget the 3D game engine for Space Paranoids depicted in Tron was essentially impossible to make in the 80s, especially for the early 80s. Most or all of the games depicted in Flynn's arcade were all more advanced than the games at the time.

Then again, I wasn't around in the 80s so I might just be spouting bs. I'm sure I read this from somewhere though.


No, bees, my man, gotta remember that this game has been updated.
As for the older files should be the kind that wouldn't work on modern comps...?
This is Kevin Flynn's server. And if "Flynn Lives", I'm sure he has updated his systems and files...
After all.... KF was the ORIGINAL "computer nerd".....
jes' sayin'...

PostPosted: Sat May 22, 2010 12:59 am
VanGoghX
Ihatebees498 wrote:
Don't forget the 3D game engine for Space Paranoids depicted in Tron was essentially impossible to make in the 80s, especially for the early 80s. Most or all of the games depicted in Flynn's arcade were all more advanced than the games at the time.

Then again, I wasn't around in the 80s so I might just be spouting bs. I'm sure I read this from somewhere though.
The 3D tech depicted in the Space Paranoids game was definitely far ahead of what was in use at the time. One could speculate that it was actually a kind of laser-disc game (like Dragon's Lair) but it seemed much to interactive to be a "choose your path" game. One of the first color 3D games with a fair amount of polygons was Atari's 1983 I, Robot.

PostPosted: Fri May 21, 2010 7:30 pm
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