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Any word on the 2600 Star Castle release?


Army Of 2600

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Yes.

Due to come out first quarter 2015.

AtariAge won't tell you when it is due out because many things affect its release - circuit boards, cart shells, printing, available hobby time, etc. and any small thing could delay release. (I pesonally would love it to be in the future AtariAge-branded injection molded cart shells that cost a fortune to set up production. The work in this game deserves to represent our hobby, but that is just my opinion.)

 

This game had a Label Contest so it will first be a boxed release with the winning artwork, manual possibly with history of the arcade game and the history of this game's development having started because the demoed 8K version was not going to be made public and a member asked what's the deal with Star Castle then I suggested throwing everything at a definitive best-it-can-be version which was started by CD-W and in only a few months became fantastic, then handed off to Thomas who rewrote and continued to add more polish and cutting edge processing techniques to run all the game logic on the primitive 6507 CPU, compressing all of it to fit it 32K with title screen, music, high score saving...

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  • 3 weeks later...
  • 2 weeks later...
  • 3 weeks later...

Yes.

Due to come out first quarter 2015.

AtariAge won't tell you when it is due out because many things affect its release - circuit boards, cart shells, printing, available hobby time, etc. and any small thing could delay release. (I pesonally would love it to be in the future AtariAge-branded injection molded cart shells that cost a fortune to set up production. The work in this game deserves to represent our hobby, but that is just my opinion.)

 

This game had a Label Contest so it will first be a boxed release with the winning artwork, manual possibly with history of the arcade game and the history of this game's development having started because the demoed 8K version was not going to be made public and a member asked what's the deal with Star Castle then I suggested throwing everything at a definitive best-it-can-be version which was started by CD-W and in only a few months became fantastic, then handed off to Thomas who rewrote and continued to add more polish and cutting edge processing techniques to run all the game logic on the primitive 6507 CPU, compressing all of it to fit it 32K with title screen, music, high score saving...

status update???

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  • 3 weeks later...

haha I'm glad I'm not the only one waiting for this with baited breath, I too received the 'Coming Soon From Atariage' leaflet with my order (Halo 2600), and instantly got pumped for it. I wish we had a list of up-and-coming titles, even if it only gave a release date as vague as the year, it would be cool to see what to expect

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I tried my very best to get as close to the arcade as possible. This is directly from my source code:


Explanation:
- = open
o = partially
+ = done
? = debatable
x = cancelled

Arcade Differences:
+ 3..6 lives via dip switches; 5 or 3 lives depending on left difficulty

x extra lives > 100
+ game speed increases with score, segments, time...?
  + gamespeed (0..15) now based on score (increases every 1000 points)
+ ring rotation
  + not in sync
  + direction moves with ring (DONE: check mines on rings, gun gaps)
  + speed moves with the ring
  + speeds
    + increases with score (not castle)
    + reverse rotation at constant speed: 4.7s/loop, (1st castle: middle)
    + others: 0..1250 pts: 4.7 (outside)/3.2s (inside); ..2500 pts: 3.2/2.35s; then: 2.4/1.9s
      own speed range defined
  + offsets are transfered with the expanding rings
  + hit sparks (DONE: graphics)
  + castle slowly regenerates after being killed (NOT at start!), starting with two rings (inner and tiny inner)
+ killing gun and getting killed costs one life
+ shield kick
  + ignores previous speed
  + gives new speed
  + doesn't reposition
+ ships
  + facing left at life start
  + start position moves up with each new life? (10 positions, 1st is from previous game, 2nd one is bottom + 1?)
    1st one not reset at new game
    + index: ships - initial - castle
    - number indexes = 10? (currently 
  ? X and Y speed are NOT linked together
  + deceleration is linear and lower
  x ship decelerates differently in left/down (100%) than in right/up (~50%) direction!!!
  + after castle completed, ship continues at current spot in next castle
  + ship bounces during explosion
  + increased turning speed acceleration
  + max turning speed too slow (~10%)
o mines
  + immediate respawn
  + spawn position depends on gun direction (dir - 90°)
  + spawn independent from ship direction
  o hop back and forth on the rings
  + higher homing speed at higher scores (as fast as player's ship)
  + homing mine movement has some randomness to prevent mine grouping
  + homing mine lifetime varies (lifetime counted on ring too, but only 50%)
  + slower turning speed in lower castles
  o mines hop much faster in arcade in higher levels
  ? max. one mine per ring segment
  + disappear when they hit a ship
  + mines on ring do not kill ship
  + hit sparks (DONE: graphics)
+ gun
  + shots immediately when there is a gap
  + projectile moves a bit faster (using bullet speeds now)
  + projectile disappears when ship is hit
  + starts new gun life at last direction
  + starts next ship at last direction
  + shots whenever there is space, no matter where the player's ship is
  + is turning slower, especially initially
+ bullets
  + max. 3 at a time
o sounds
  o siren frequency depending on segments (~65..260Hz):
    + intermediate screen (highest pitch, slightly higher than 3)
    + 36..28: 0 (lowest pitch)
    + 27..24: 1 (slightly higher)
    + 23..20: 2
    + 19..16: 3 (high pitch)
    + 15..12: 4 (reset to between 1 and 2)
    + 11.. 8  5 (slightly higher, still lower than 2)
    +  7.. 4  6 (slightly higher than 3)
    +  3..    7 (slightly higher = intermediate)
  o decide for siren (and other) sound volumes
  x no sound when hitting segment first time
  + thrust sound very low
  ? projectile sound starts like fire sound
  + better sound mapping
    + channel 0:
      + 2. ship explosion (x channel 1?)
      + 9. siren
    + channel 1:
      + 1. gun explosion
      + 3. projectile
      + 6. bullet fire (DONE)
      + 8. ship ring bounce
      + 10. bullet sector 1st hit
      + 11. thrust
    + both (but only once!):
      + 4. bullet mine hits
      + 5. bullet sector explosion
      + 7. homing mine sound (delta mode, improved)
      + prevent same sound twice
+ scoring:
  + 10/20/30 points per segment hit (not per segment destroyed)
  + no leading zeroes
    + score
    + castle
    + ships
    + highscore
  x scores are centered
  + digits are slightly wider
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I would use the word "obsessed". ;)

 

And in case anyone hasn't seen it:

 

 

Problem with this game (and I hope it gets fixed before released on cart) is that your ship disappears from the screen after destroying the cannon. This SHOULD NOT HAPPEN. As you get deeper in the game you need to be able to fly continuously to stay away from the three bad guys.

 

Watch me playing in MAME for reference. Especially watch the latter half of the video where the game speeds up.

 

http://youtu.be/Kn4FPd2KV_A

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