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Xybort (part 5)


atari2600land

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After a couple months, I decided to get out the Odyssey2 and continue work on Xybort. After making version 9, I tested it on real hardware and discovered it didn't work correctly. So I basically spent all night trying to get it working on a real Odyssey2 and around 7 a.m. I finally got it working. I still don't know what the problem was, though. I cured it by making the enemy ship move continuously down and perhaps left or right a little bit sometimes, like in Xevious. After all, that's what I'm trying to do here (and hence the title of the game beginning with the letter X).

xybort9a.png.bfeada3589aa3122b33601d5b83085c4.png

The trees scroll downwards to give the illusion that you are moving and the screen is scrolling (when it actually isn't). Now that I've got this far, there's a whole bunch of stuff I want to add, so I may make this an 8k game.

  • different enemy types, some that shoot at you.
  • different levels: a blue level with boats is something I can do.
  • perhaps a boss at the end of the stage.
  • a message saying which stage you are beginning.
  • a game over screen.
  • lives perhaps.

See what I mean? I will make the high score counter work. It isn't right now. But the score works, and increases 1 point per each blue ship you shoot. Also, I made it so you can crash into the trees and die that way as well. So what you're doing is shooting a ship that's moving downwards while avoiding the trees. Sounds simple, but try programming it, especially on the finicky Odyssey2 and then say that. Come to think of it, it's really like Hamburgers En Route To Switzerland, except for it's an overhead view. So that's what I did last night.

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