This is basically what was shown at PC4 with some minor changes since then...
1) PAL timings are now PERFECT!!! Thanks to Fabrizio (rasty) for testing them for me. An extra special thanks goes to Andrew Davie and Thomas Jentzsch for explaining the fractional movements to me.
2) Game board colors recycle every fifth level
3) There should be a fair distance gap between girders for the climber to squeeze between platforms.
4) After level 4 the climber speed decreases to make the game a little more difficult.
For all of you that may want to look at the code...
I hope I've commented the code enough for you to understand what's going on. I originally posted this to the Stella list. Andrew Davie and Thomas Jentzsch both gave suggestions on shaving off more ROM. With their help I was able to reduce this ROM by 190 bytes!!! It still fits in 4K but it was a very nice exercise. I'm sure there are other areas that could be optimized (combining the number fonts for one) but I'm happy with where it is now.
Give it try and tell me what you think. This one was to be close to the original 8-bit version. I'm still planning on adding more features to this (score, time bonus, random ball placement, etc.) so it's not done but it's playable.
PLEASE don't sell this in anyway. It's here for educational purposes and play testing.
What a beautiful day for a baseball game. Sure your friends laugh at you
because you're the ball boy but you made the team. The bad thing about being
the ball boy is that the games are played with only one baseball. So if a
batter hits a homerun the game waits for you to bring the ball back to the
You have an important job as ball boy. That's why you have the number 5 on
your back to show that you're an important part of the team.
The opposing team comes up to bat. The pitch is thrown and "WHACK!" it's a
homerun. The ball flies out of the ball park and lands on a partially
constructed building across the street. Sure it's dangerous to climb the
construction site and avoiding the moving girders but that's you're job as
ball boy. The team is counting on you.
PLAYING THE GAME
You control the ball boy (Climber 5) with the joystick plugged into port 0.
LEFT = Climber 5 moves left
RIGHT = Climber 5 moves right
UP = Climber 5 moves up
DOWN = Climber 5 moves down
SELECT = Select game variation
RESET = Restart the game for the selected game variation
B&W (7800 Pause)= Pause (2600 owners will have to toggle the B&W switch up and down)
Use the RIGHT DIFFICULTY switch to adjust colors for NTSC or PAL televisions.
THE FIRE BUTTON IS NOT USED FOR THIS GAME.
The baseball is located on the top rafter. Use the ladders provided to ascend
to the top to retrieve the ball. When the climber touches the ball a success
tone will play and the level of difficulty increases.
o This mode will periodically add a new girder each round. Once all seven
girders are in place the game will progress as normal.
o A girder is placed on each platform. The climber must dodge these girders to
reach the baseball safetly.
When the game is paused for a period of time (~10 minutes) the screen will go
black. This is put in place to protect your television from burn out. Move
the joystick to resume screen output.
Climber 5 is based on an Atari 8-bit public domain game of the same name. The
original game was written by James Rogers and appeared in COMPUTE! magazine
(Aug. 1987 - Vol 9, No. 8, Iss. 87).
This game uses snipplets from Peiro Cavina's PCMCD demo which later became
Oystron. Peiro gave me permission to use his kernel. Thanks Peiro!!
The PAL timings were tested for me by Fabrizio Zavagli (rasty). I sent a number
of ROMs for him to test for me. He really went out of his way.
This game also includes help from other StellaList members. If it had not been
for them sharing code and showing examples there would have been no way for me
to finish this. LONG LIVE THE STELLA LIST AND LONG LIVE THE ATARI VCS!!!
Thanks for all of your help.