A few weeks a go I just wrapped up some games that should be available in the fall. One is HeliCommander, sort of a cross Choplifter and Chopper Command clone. Other games will be announced when their release time gets closer. I finished my last all assembly language game that a designed to fit inside a 16K cartridge for Video61. I want to get back to doing bigger games the next Secretum Labyrinth Adventure.
I am still getting requests from Video61, Atari IO Members, and AtariAge Members. Do need some feedback before investing some time.
Zookeeper port still remains on my list I know some still want to see it.
Bowling Game Now this is something I was strongly considering not to make, but the complaints I read about existing games and seeing them, I might do this one in Mad Pascal. People are saying the 2600 game is superior to anything made on the 8-bit.
Solar Fox port. Going to be given a whole different name because it will be different, but similar concept game. Plus there was a copyright lawsuit with Nintendo because they used "StarFox" for a SNES game.
These games can take several months to make using all assembly. I am looking to start using MAD PASCAL because it seems much faster than even compiled TurboBasic XL. High level languages are easier to debug. It compiles down to ASM code.
High Level languages are like Basic, Cobol, Pascal, Java that are designed to be user friendly. Have variables, commands to display stuff on screen, do the math, read files, etc.
Lo level language would be assembly, maybe C++. that you need to have your own routines to do tasks. Either make a macro or use a ICL command to load pre-made ones. Also do my copy-and-paste and make a template. Although much faster, it takes longer time to program, adjust, and debug an all assembly game.