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How about Berzerk for INTV?


ZillaRUSH

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I'm already tagged for a legally distinct homage.. but, you should look up IntyBASIC here in the forums and make this. If you can handle BASIC it should be imminently doable.

http://nanochess.org/intybasic.html

 

The mutual support on AtariAge is outstanding. Oscar even published a book if that's your preferred learning style.

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not too hard. boot hill is not very dissimilar to bezerk . I'd probably suggest frenzy instead though

 

Well, the difficulty is in making many robots move simultaneously and autonomously, each one with the ability to shoot independently as well. If you limit it to 4 robots only (to conserve sprites for the player and bullets), then it's not much of a Berzerk game because it loses the "enemy swarm" feel.

 

This can be done with background or so-called "software" sprites, which requires additional logic and processing, and has its own challenges for animation and collision detection. Although this is not the hardest thing to do on an Intellivision, it is an advanced programming technique, and therefore not trivial.

 

There have been various attempts in the past, but it has mostly been treated as an "engineering challenge." That is, once the programmer reaches the point of, "look, I can put 20 robots on the screen all moving and shooting independently," then they move on to something else, or life gets in the way to distract them. Thus, we have a few "technology demos" that show off how it can be done, but not a full game yet.

 

-dZ.

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Even though arcade berzerk can have ten enemy robots on the screen, with Intellivision's lower resolution, seven robots might do. That means all missiles are done as background animation. That's how it was done with intv commando. Doing the robots in background might mean limiting their movement orthogonally, but you'd have more of them.

Edited by mr_me
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Even though arcade berzerk can have ten enemy robots on the screen, with Intellivision's lower resolution, seven robots might do. That means all missiles are done as background animation. That's how it was done with intv commando. Doing the robots in background might mean limiting their movement orthogonally, but you'd have more of them.

 

Sure. But that's still not trivial, and not as simple as Boot Hill.

 

You can also animate the robots in the background to move diagonally. It will just require more GRAM cards dedicated to each one, and of course more computations and more effort. It also means making sure that there are no robots sharing a larger surrounding space.

 

I believe it is technically possible, but like you said, perhaps overkill for this game. Seven robots seems plenty on an Intellivision screen. :)

 

-dZ.

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When it comes to software sprites, I think it can be nice to get inspired about how similar games on other systems worked.

 

Roger Merritt made Amok for the unexpanded VIC-20. It moves the robots in all 8 directions, one robot at a time by sliding it into the next position. It would translate to using BACKTAB and when each robot is about to move, put a MOB in its place, animate it into the new position and store it into the BACKTAB again. Perhaps a bit unconventional way to do it, but in theory you could have 50++ robots on screeen.

 

Roger apparently redesigned the game as Super Amok which is a 8K cartridge game. This version implements full software sprites where all robots simultaneously move around slowly, either horizontally or vertically (not diagonals), though it seems they don't collide into eachother.

 

Tom Griner made Shamus, also a 8K cartridge game. This one has plenty of evil beings, clustered together where they move one pixel at a time as very clever software sprites. Of course the VIC-20 has room for 256 redefinable characters which perhaps makes it easier to do these software sprites.

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Actually, that's like some Martel games work. Specifically, MLB Baseball: it reuses a MOB to move the field players, and then "parks" them in the BACKTAB when at rest.

 

It works great as long as you can get away with limiting the number of sprites that move simultaneously. That can work for Berzerk, but keep in mind that in the original, all robots have the ability to move simultaneously to trap you, and changing that has potential implications on difficulty and game mechanics.

 

Still, a practical alternative. :thumbsup:

dZ.

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Isn't it a bit unnecessary violence to shoot a robot that minds its own business and basically is leaving you alone?

 

You are right. Then, the game-play should be that your little man goes around giving candy and hugs to the robots, trying to make them smile.

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