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mperdue

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  1. I got this banner from Atari when I was working on Breakout 2000. I guess I wasn't really expecting anyone to be interested in it so I haven't really thought about a price. Someone PM me an offer.
  2. Here's a shot of the banner I have.
  3. I have a heavy duty Jaguar banner that was made for store displays available. Anyone interested in having something like this?
  4. No, a PC version was never released. I have recently released a similar game called WalZ ArenA for the Apple iPad/iPhone/iPod Touch as well as a version for the RIM PlayBook. Check it out if you are interested. Mario
  5. The iPad version of the game is starting to look pretty good... Mario
  6. I had a little free time this morning so I cleaned up some of the code. Here's a newer screen shot. Mario
  7. There were some power-ups and downs that were dropped for various reasons. The music was supposed to be a bit more interactive - changing with what was happening on the screen. Unfortunately, the person Atari was having do this left the company before it was even started leaving us with a hole to fill. My son provided the final musical score but it was chopped quite a bit to get it all to fit and play smoothly. All the active background objects were removed. There were going to be playfield objects like spinners and pinball bumpers that would affect the ball on some of the levels. None of them made it to the final game. Crystal bricks - unbreakable like Gold bricks but they'd change sides whenever they were hit. Obviously a two-player option only. A list of new features is being put together as I work through the code. Mario
  8. If you like the Jag version then the PC version will really knock your socks off. There are a lot of things that were dropped for the Jag version that will be resurrected this time around. Mario
  9. To answer a few questions... 1) The source code and executables for Speedster II and SkyCopter II will not be released as they were done as a job for hire and now belong to whoever owns the intellectual property rights of the defunct Carousel International. FWIW, Spaceguy was another ride in that series that was never produced but is also unavailable. 2) I applaud anyone who can add rotary controller support to B2K. I regret that I have neither the time nor the tools to contribute to the effort. 3) My new PC game has made a lot of progress over the last two weeks but, alas I need to return to real work and a non-programming project that will consume the vast majority of my time for the next month or so. It's good to know that people care about B2K, Mario
  10. You show me a hook spot in your DSP code and I'll add it. It will be compatible with a CX-22, Atari Mouse, Amiga Mouse and the Atari VCS driving controllers. I need probably about 256 bytes total(probably a less). It's been a few years but as I recall it, the paddle and balls are not controlled by the DSP - the 6800 tracks them. The other processors were used to draw the objects on the screen, play sound effects and play music. The game logic is simply a port of an ST game I wrote called WalZ and the 6800 we more than enough for the task. Mario
  11. Thanks, I enjoyed playing it and developing it. A rotary controller would be nice but an old fashion paddle controller would be much better. Mario
  12. I'm sure I have the source code but I'm not sure why anyone would want it. Surprisingly enough, they're both based on the B2K code - with a lot of extraneous stuff removed. I think I've got a prototype controller laying around here somewhere but I'm not sure exactly where. I don't think I have the steering wheel module but I'm pretty certain that the joystick version is collecting dust somewhere. Mario
  13. Welcome Mario. Are you looking for an example of rotary code? Thanks for the pointers. I couldn't use the code if I had it - I don't have any Jag development systems anymore.
  14. I don't know that the PC version will ever see the light of day. I was just missing B2K and had a little time to play around over the holiday. Mario
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