Instead of racing against a ghost, you'd be racing in real time against other players. Winner is whoever reaches the end first, or (failing that) dies last. Use Econet? Serial?
Data would be literally 2-3 bytes per frame, just player sprite address and player sprite type. Might as well transmit the latest data ecah time, as it's resilient to packet loss (if that's even a thing on Econet). The players won't actually interact, they're just there to show your opponents' progress, so it's all only indicative anyway. Winner is decided by machines comparing frame counts at end of match.
The current time attack emphasises going for broke, on the basis that only your winning attempt counts. But this would be a mode that could reward a more cautious, consistent style of play.
Instead of racing against a ghost, you'd be racing in real time against other players. Winner is whoever reaches the end first, or (failing that) dies last. Use Econet? Serial?
Data would be literally 2-3 bytes per frame, just player sprite address and player sprite type. Might as well transmit the latest data ecah time, as it's resilient to packet loss (if that's even a thing on Econet). The players won't actually interact, they're just there to show your opponents' progress, so it's all only indicative anyway. Winner is decided by machines comparing frame counts at end of match.
The current time attack emphasises going for broke, on the basis that only your winning attempt counts. But this would be a mode that could reward a more cautious, consistent style of play.