As promised, here is the WIP of FailSafe (Countermeasure II) for the 7800. As stated, this is a Work-In-Progress, but is fully playable. There are two things (at least) that I need to finish up before I can consider this for release:
- The addition of PowerUps (all for a length of time)
a) Speed Boost
b) Shot Distance (only the player's shot)
d) Freeze Enemies
- Sound / Tunes
I think the difficulty might have to be played with as well, it might be too hard currently even on the easiest setting.
The idea of the game is that you are a tank on enemy grounds trying to prevent the launch of missiles that will basically destroy the world.
The main goal of the game is to a) Get access to the launch code, and b) reach the missile silo to enter the code and stop the missiles from launching. The code is made up of four hexadecimal digits (0-9, and A-F).
In this game, the object for each level is to reach the opposite end of the level. For the first 5 levels, once you make contact with the Depo you will receive a random position of the code. It is possible to get the same position more than once. On the sixth level, once you reach the missile, you must enter the code as quickly as possible using the joystick, and press the button to see if it is accepted. If it is, you have saved the day, and the game begins on a harder level. If you don't enter the correct code before the impact.... well, you'll see.
There are 5 types of enemies that will try and stop you:
1 - PillBoxes: These are the easy ones. They only rotate and do not move. They fire at you when pointing in your general direction.
2 - Jeeps: They come at you, firing constantly. Luckily, they are fairly slow.
3 - Cruize Missiles: These heat-seeking missiles aim for you. They do not fire, but choose to fly into you instead. Luckily, there aren't too many of them... until the 6th level.
4 - Vertical Stationary Plant - As the name implies, they only shoot vertically (but can rarely shoot in other directions) they always aim up or down, so you must be careful when passing them above or below.
5 - Human Fighter: They usually hide behind bunkers, and try to shoot at you from around the corners. They also constantly shoot but are very slow. Their small relative size makes them difficult to hit.
The bottom of the screen shows the tank fuel, and it decreases slowly. Once it is exhausted, your tank explodes (like the original Countermeasure). The top left of the screen show the number of tanks left, and the rop right shows the current level.
Let me know what you think of it and how the difficulty is. (and of course if you find any bugs).
Please note - it does not look like there will be High Score Cart support for this. I am running out of room as it is, and I know that the sound data will take up quite a bit of room.
Again, I'd like to thank jwierer for his excellent level / enemy editor that I used throughout making this game.
*EDIT* - added latest binary to this post - it's the same as RC10.