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rra last won the day on August 2 2017

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  1. @therealbountybob Thanks for the comments! To land the balloon and end each level, you have to get all the way to the end of the rightmost screen, then press the fire button while pushing right to fine tube your movement and gently land on the landing platform. This will complete the level and start you at the beginning with a full new slew of humans to rescue and a faster enemy airplane. I just played Night Rescue 1941 for the first time in a couple months and only got 18000 and Level 2. 80,000 and Level 5 is impressive! Your suggestions are good ones, but we are busy working on additional games right now.. Look for additional A/W/A games coming out each month that will be posted to the AtariAge 8bit forum. Thus far we have released Sokoban 2021, Night Rescue 1941, Overflow 2021, and Kooky Diver 2021. There will be 10 more games released (1 per month) until we have finished recreating all of our 1980's Basic games recreated into 2021 refreshes in Assembly for both the 8bit and 5200. Robert Anschuetz
  2. One of the Night Rescue 1941 and Night Rescue BASIC authors here.... These comments and the cover art concept are very nice to see! Night Rescue is a lot about strategy. Do you go through the cave to rescue more people, or fly above it for an easier route? The fine tune movement by pressing the fire button was necessary in the Basic version that had rough scrolling. In the new version, you only really need it to get to the landing base. There are some neat moves where you can sweep in a grab the 3 humans inside one of the early buildings. We incorporated the momentum movement controls 40 years ago and it is still frustrating and effective in this new version. I definitely got through the 5th level while playtesting! I'm not sure what my high score is, because testing was more about getting to the end of a level and less about picking up the humans.
  3. The A/W/A team is announcing a release of a Atari 5200 version of Night Rescue 1941. Under the merged code, we made a slight update to the 8-bit version so they are in sync with each other. The only difference to the previous Night Rescue 1941 are a couple bug fixes. Night Rescue 1941.ROM (Atari 5200) Night Rescue 1941.XEX (Atari 8-bit) (Original Post) Hope you enjoy it! Eric Anschuetz Robert Anschuetz John Weisgerber
  4. The A/W/A team is announcing a release of a Atari 5200 version of Sokoban 2021. Under the merged code, we made a slight update to the 8-bit version so they are in sync with each other. The only difference to the previous Sokoban 2021 release is a font update and an extra screen. Sokoban 2021.ROM (Atari 5200) Sokoban 2021.XEX (Atari 8-bit) (Original Post) Sokoban 2021 - New Atari 8-bit game! - Atari 8-Bit Computers - AtariAge Forums Hope you enjoy it! Eric Anschuetz Robert Anschuetz John Weisgerber
  5. Kooky Diver 2021.xex (Kooky Diver 2021 for the Atari 8-bit) Kooky Diver 2021.rom (Kooky Diver 2021 for the Atari 5200) Kooky Diver is this month's new 8-bit and 5200 release from the team of Anschuetz/Weisgerber/Anschuetz This is the 4th of 14 games that our team is in the process of re-writing in Assembly Language based on our original games from the 1980's. The previous 3 games were released earlier this year on the AtariAge 8-bit forum (Sokoban 2021, Night Rescue 1941, and Overflow 2021). The original BASIC version of Kooky Diver was written in 1984 primarily by Eric Anschuetz. I have attached Eric's original design from 1984. This was actually the third game that we wrote with the name "Kooky" in the title. Kooky's Quest was published in the Feb. 1985 edition of Antic magazine, and was actually the second in the series. The first was Kooky Klimber, which was our version of Crazy Climber that was purchased by Compute magazine but never published. Don't worry, we will be releasing brand new updated versions of Kooky's Quest and Kooky Klimber later this year! Kooky Diver was submitted to ANALOG magazine but was rejected because it was "too beginner level". Actually, the game had a lot of advanced features for BASIC. The updated assembly language Kooky Diver 2021 has incorporated several improvements or changes from the original BASIC version: Instantaneous load times 4 different skill levels – higher skill levels have faster or more sharks and piranhas Sharks and piranhas are now redefined characters that smoothly scroll horizontally Great background music added Before, if you picked up a treasure, it didn’t show it in your hand as you moved it around, now it does Before if you died, the treasure would start over in the clam’s mouth – now I just leave it on the bottom where it should be Works on 8Bit and 5200 Animated shark/piranha fins and waves at the top Used DLIs to add some more colors Multicolor diver with swim trunks, hair, and multicolor treasures Hi score feature The object of Kooky Diver is to swim from your boat to the ocean floor, retrieve treasures from a giant clam, and swim back to return it to your boat. All the while, you must avoid a school of fish, a shark, and the closing clamshell. You only have three divers to complete your mission. While not moving, you are constantly descending at a slow rate toward the ocean floor. You can use your joystick to move in any direction to move and avoid the shark and fish. If you are hit by a shark or run over by the school of fish, you die immediately and precede head-first toward death and Davy Jones’ Locker. When you reach the clam, you must wait until it opens up before you can retrieve the treasure. The treasures change each time you collect one. The first treasure is a pearl, the second one is a trophy cup, and so on. The opening and closing of the clam is random, so you must tread water waiting for it to open, all while your oxygen is running out. Once the clam is open, the diver must swim to the treasure, press the fire button to retrieve the treasure, then quickly make it back to the boat before the oxygen level reaches zero. The oxygen runs out much faster when you are weighted down by the treasure. Once you return the treasure, your mission starts over and you must retrieve the next treasure until all three of your divers have died. You can place the treasures on the coral reefs to each side as a way to not run out of oxygen. Some of the larger items require this “rest stop” in order to bring the item to the surface. If your oxygen is less than 50 percent when you reach the surface, it will be restored to 100 percent. We hope that you enjoy this game! Please provide feedback and tell us what you think! Eric Anschuetz Robert Anschuetz John Weisgerber ================================================= The following description of the gameplay was written by the A/W/A Team that we submitted to ANALOG magazine along with the game. These instructions are also useful for playing the updated game. Yes, he’s back and he’s kookier than ever. But this time, instead of climbing another building, Kooky has taken the opposite extreme and has begun a search for lost treasure. On his dives, he will encounter black pearls, treasure chests, pistols, vases, steering wheels, and many other treasures. But what Kooky doesn’t know as he begins his expedition is that not only are there a dangerous shark and a school of man-eating piranha to block his path, but that a giant clam has swallowed all of the treasure! You, as Kooky, will have to dive for the various treasures and attempt to bring them up to the salvage boat. To move Kooky in any particular direction, just move the joystick in the corresponding direction. To tread water, push the joystick in any of the diagonal directions. You must time it just right so that the clam’s mouth is open when you touch the treasure in order to have a chance to make a successful salvage. If the mouth is open and you are touching the treasure, merely press the fire button on the joystick and you will have picked up the treasure. Of course, if you touch any part of the clam when its mouth is closed, you will lose a life. After you have a treasure in your possession, you will use up your limited supply of oxygen rather quickly. Luckily, there are three coral reefs for you to deposit your treasure on while surfacing for more oxygen. Provided that your current oxygen level is below 50 units, you will completely fill your tanks every time you bring your head out of water. To drop off a treasure on any reef, all you must do is make sure that Kooky is only touching the yellow portion of the reef. At this point, the treasure will automatically be set there with no further actions required. To pick up a treasure again, simply press the fire button while touching the treasure as before. Of course, any collision with the piranha or the shark will cause instant death and send Kooky plummeting toward the ocean floor. After three deaths, your game will end and the high score will be shown. At this point, you can press the “START” button on the computer to start a new game with three new divers. You may end up doing this quite a few times at first because after all, nobody ever said that diving was easy! The ultimate goal of the game, however, is to deposit your treasure in the boat that is moving across the top of the screen. To do this, just touch the boat and your treasure will appear inside. At this point, a new treasure will appear inside the clam, and you can now try to get this treasure to the boat. ================================================= Here is some additional information from the game's development from 1984: Kooky Diver was primarily written by Eric Anschuetz. The game is really unique and not patterned after any commercial arcade or home game. The top row with the waves and the boat implement a rough scroll technique. The diver, fish, shark, and pearl are obvious uses of the four Player/Missile graphics allocated on the Atari 8-bit computer. The coral reefs, the waves, the boat, and the clam shell are implemented using redefined characters. A technique that is used in this game and many other A/W/A games is the background sound effect, since games are much more boring without them. Since the games were written in BASIC, there really wasn’t time to play a real melody during the display list interrupts. So the A/W/A Team used a technique where an assonant tone is produced through the Pokey sound chip and it sounds as if it is a wavering tone. It’s kind of annoying after a while, but it is much better than silence and could be accomplished with one line of code! There was a lot of experimentation with the various parameters of the BASIC SOUND command to get a semi-pleasant-sounding background tone that sounded right. This game is really polished and doesn’t have any glitches or bugs present as in some of the other games due to the fact that this game doesn’t really push the envelope of what can be done with Atari BASIC. The game initializes really quickly and it doesn’t take long to start a new game at the end of a game. A really good professional feature of this game is that at the end of the game, everything doesn’t just freeze on the screen or go back to the start menu. After the game is over, the fish and shark keep swimming, and the bottom display toggles between the score of the last game and the high score / restart prompt. This implementation of an “attract mode” was something almost non-existent in type-in home games. This game was programmed in one long day after Eric dreamed of the game the night before. The concept art that Eric drew the morning after his dream looks nearly identical to the finished game. The game was quickly coded from there. From concept to game in 24 hours was pretty amazing for a 20-year-old!
  6. Draxxon - thanks so much for adding Overflow 2021 to the Flashback pack. Your artwork is terrific!
  7. Based on the comments above, I've updated the game to slow the plumber down as it moves up and down the ladder. I played it a couple times and does play a lot better, so thanks for the comments. Is there a way I can edit my original post so that I can replace the executables in the original and add a note that they were updated? Overflow 2021.xex Overflow 2021.rom
  8. Overflow 2021 is the latest assembly language game release from the Anschuetz/Weisgerber/Anschuetz team. This month, we are releasing this game as both an 8-bit .xex file as well as an Atari 5200 .rom file! Overflow is a fun and addictive game where you play the role of a plumber and try to hold back 10 horizontal pipes full of liquids flowing toward a central vertical pipe by throwing plungers at the approaching liquid. Joystick up and down moves the plumber up and down the ladder. Joystick left and right throws the plungers left or right. Additional instructions are on the score screen of the game. The music is from the Atari arcade game Toobin. The original BASIC Overflow game was published in the July 1985 edition of Antic. The game was extremely efficiently written by John Weisgberber and made use of some tricks to reuse the same screen memory for each row of pipes. The game was initially sent to Compute!. Compute! rejected the game without explanation, so we sent it to Antic. I have attached the original rejection letters from Compute! and Antic. The Antic rejection said that the game was too difficult, so we made it a little easier and resubmitted and it was accepted. I have also attached a scan of the original published page. We hope you like this one! Eric and Robert Anschuetz John Weisgerber =============================================================================== The following description of the gameplay was written by the A/W/A Team to be submitted to a computer magazine along with the game. In Overflow, you’re a plumber trapped in the central conduit of a network of pipes. Water is advancing relentlessly toward you through the secondary pipes. If the water gets far enough, it will flood the main pipe, drowning you and ending your game. This is a situation you (as a devout plumber) obviously want to avoid. Luckily, you can temporarily reverse the flow of water in a pipe by hurling your plunger down the pipe at the onrushing column of water. Scoring is based on the fact that when the plunger makes contact, in addition to making the water recede, you earn ten points. Controlling the flow of water is simply a matter of moving up and down in the main pipe and throwing your plunger down the pipes closest to the point of overflowing. Unfortunately, even if you manage to gain control of the situation, at five-hundred points the width of the main pipe doubles, making your job all the more difficult. Movement is controlled from a stick in port one. To move up and down in the central pipe, push the stick forward and back. To throw your plunger, push the stick left and right. The following gameplay instructions for Overflow were published in Antic Magazine. Dear Miss Goodmanners: Is there a correct way to stem a rising tide of bathroom back-ups while entertaining distinguished guests in my 49-room mansion? Concerned Dear Concerned: Miss Goodmanners prefers the term water closet... Sadly, overflow problems are part of our modern age and must be dealt with firmly and quickly. Miss Goodmanners would never commit the faux pas of embarrassing guests during a sumptuous banquet by confronting them with a mass of raw sewage. Miss Goodmanners would award you credit for decisively hurling your plumber's helper at each of the overflowing water closets, while tactfully running between pipelines without scaring the guests. Of course, sewage problems tend to get worse as a party wears on-especially if guests discover that the duck pate has disagreed with them. With apologies to our favorite etiquette columnist, this program uses players for the plumber, plunger and central pipe. All vertical motion is produced using a string printed at the correct place in memory. The main graphics mode is ANTIC 5. An unusual technique here is the use of basically the same memory address for every line of the playfield graphics. Each line has its own LMS and the high byte on every one is set to the same page. The water is moved back and forth by incrementing the low byte on each LMS. The increment for each line is held in a one-dimensional array. If a column of sewage is hit by the plunger, the increment's sign is simply reversed. Overflow 2021.xex Overflow 2021.rom
  9. My brother and I used to get Softside along with Antic, ANALOG, COMPUTE!, Creative Computing, and occasionally even BYTE for Atari BASIC games, reviews, news, information, and the advertisements. I remember typing in and playing Hopper. That was such a great BASIC game for the time! My favorite Softside type-in was a game called Sabotage that is available on AtariMania. It didn't have great graphics, but the gameplay was really fun and the game is similar to Berzerk.
  10. As Wrathchild mentioned, we are developing these games using a PC with the Eclipse IDE with the excellent WUDSN plugin with the MADS 6502 compiler. It also uses RMT for music and sound effects. We are testing and debugging using the Altirra emulator. The modern development environment makes it a lot easier to copy/paste and move code around. Compiling and running the resultant code is pretty much instantaneous. Also, the RMT track editor and runtime player allows for the great music backtracks that wouldn't have really been possible at that quality 40 years ago. When we were discussing converting our old games from BASIC to Assembly, we pointed out that more than half of the code in the old BASIC listings were redefining character sets and setting up screen memory. Of course, this also led to 30-60 second initializations in most of our games. The assembly versions load almost instantaneously. The good thing is that it was really easy to convert BASIC DATA statements to Assembly .BYTE statements and save all the time we used to spend redefining characters and setting up the screen maps. We could have used the Madstudio character set and PM editor back then! Since we already had graphics from our previous work 40 years ago, within a day of starting any of these games we are able to see the screen map and place the player/missiles on the screen. Then we look through the BASIC code to remind ourselves what the rules were for scoring and gameplay, and it really doesn't take too long to get a game up and running. Then we look for things to enhance the gameplay and bring things up to more modern standards. Adding things like multicolor animated players, fine scrolling instead of course scrolling, using redefined character fonts for scores, and adding game music and sound effects really make the games a lot better. Of course, eliminating the 30-60 second initialization is the best enhancement of all! Robert Anschuetz
  11. The Anschuetz/Wesigerber/Anschuetz team proudly releases a new assembly language game for the Atari 8-bit computers called Night Rescue 1941. As we promised with last month's Sokoban 2021 release, we are going through the process of updating many of the games that we wrote in the 1980's. These updates keep the spirit of our original 1980's games, while at the same time refreshing them with better graphics, better sound and music, and must faster load times for a much better playing experience. We envision that new A/W/A games will be rolled out monthly for the next 6 to 8 months. The three of us wrote the original Night Rescue in 1984 in Atari BASIC. We sold the game to Compute! (our second game sold) but it was never published in the magazine. The original game was very good, but the reason why it wasn't published was that the BASIC game required almost a minute of initialization time, plus it had hundreds of DATA statements that would have been tedious and error prone for data entry before the days of CRC checks. Here is a link to the original BASIC game on Atarimania.com http://www.atarimania.com/game-atari-400-800-xl-xe-night-rescue_31439.html In Night Rescue 1941, you are a balloon pilot in WWII whose aim is to rescue as many allies as possible in the dark of night. The object is to avoid crashing and get all the way to the landing platform. Once you reach the landing platform, you start over and the enemy planes appear, and they get faster each level. The joystick allows you to move up/down/left/right. Another key to movement is by pressing the fire button, you can "fine tune" your movement left and right. This allows you to sneak into areas from the left and right and rescue more humans. You also need to "fine tune" your movement at the end of the level all the way to the right to land on the docking platform. And be gentle with the landing our you will crash! The updated Night Rescue 1941 game features horizontal fine scrolling, a customized character set, parallax helicopter movement, enemy planes, Antic mode 4 multicolor graphics, and RMT music and sound effects. One thing we kept from the original version is a sense of momentum with the player movement. You never can totally stop your vertical movement and you build up momentum the longer you hold the joystick up or down. So the trick to moving successfully through the landscape is to just tap the joystick up or down when necessary to change vertical direction. The "fine tune" movement is a remnant of the BASIC version where there was course scrolling and the fine movement of the balloon allowed you to reach areas that you couldn't otherwise reach. Out of nostalgia, we decided to keep the fine tune movement in this version, although with fine scrolling it isn't absolutely necessary. We hope that you enjoy this game! Robert and Eric Anschuetz, and John Wesigerber ========================================================================================== The following description of the gameplay was written by the A/W/A Team along with our submission of the game to Compute! magazine. Game Overview Night Rescue is a game in which you guide your balloon over enemy territory on a secret mission to rescue your country’s spies who have infiltrated the enemy’s city. The journey, which begins over the mountains on the outskirts of the city, is extremely dangerous because any contact with enemy terrain or the enemy reconnaissance plane and helicopters results in the loss of one of only five balloons. In addition to this, the enemy has planted double-agents who will destroy your balloon if you attempt to rescue them. Upon reaching the outer edge of the city you must make a soft landing on the top of the headquarters of the resistance, at which point you will begin another run above the city. The balloon is controlled by moving the joystick left, right, up, and down to move in the corresponding direction. The balloon’s position may be “fine-tuned” by pressing the fire button while moving the joystick left and right. Moving the balloon up and down is made treacherous by the forces of inertia acting upon it. To land on the resistance’s headquarters you must be both scrolled and “fine-tuned” all the way to the right. Scoring in Night Rescue consists of 100 points for each rescued agent plus a bonus for reaching the resistance’s headquarters which increases for each new set. At the end of the game you may play again by simply pressing the START key. Here are our recollections of developing the original Night Rescue game back in 1984: Recollections Night Rescue was actually based on four different games. The first two games were home computer games called Protector, by Synapse, and The Tail of Beta Lyrae, by Datamost. Both of these games were clones themselves of the third game it was patterned after, Williams Defender. Protector, The Tail of Beta Lyrae, and Defender were side-scrolling shoot-em-ups. Night Rescue copied the city-scape environment of the home video games, while also incorporating the rescue objective of Defender where the main player had to land on top of the characters to be rescued at the bottom of the screen. The fourth game that Night Rescue was patterned after was Choplifter, which was initially developed for the home computer scene and, in a very rare turn of events, was subsequently released as an arcade game. Choplifter was also a side-scroller, featured a helicopter as a main player, and also had a mission where characters at the bottom of the screen had to be rescued. Night Rescue, however, was not a shoot-em-up, but rather a game of skill and timing. Night Rescue had a beautifully rendered city-scape of futuristic buildings and made use of the many-colored palette of the Atari 8-bit computers. The game was rendered in an Atari Graphics mode that wasn’t available directly from BASIC, but could be accessed by writing various memory locations within the Display List with the correct values to enter the “hidden” mode. This mode added additional colors to each character. There was even a special trick that “borrowed” a color from Player/Missile graphics to be used as an additional color in each of the characters. Mapping out the city-scape on graph paper was a creative process. Instead of black and white (1’s or 0’s) colors for the bit-mapped 8x8 characters, each character in this special graphics mode could have 4 or 5 colors. The city-scape was several screens wide, and was rough-scrolled through 8-bits at a time. Unlike many side-scrollers that force the player in one direction, usually left to right, the Night Rescue player could control the direction of horizontal scrolling with the joystick. The player’s mission was to go from the left side of the city-scape to the right-side, through several screens of buildings and caves, but at any time the player could turn around and go back left to rescue more humans for points or avoid obstacles like the flying plane. The main player controlled a hot air balloon. The balloon was moved left/right/up/down with the joystick. When the balloon moved left and right, the terrain scrolls in the opposite direction. A really unique method of control was added to fine-tune movement. This was accomplished by pushing the fire button while moving left and right. If the fire button was pushed while moving, the balloon moved 1 pixel at a time left or right, and the background didn’t scroll. This maneuver was essential to master in order to rescue some of the humans tucked away in very difficult to reach areas in the gamescape. The balloon movement was also affected by very realistic vertical momentum. The longer you held the joystick in a vertical direction, the more the momentum was built up and it takes a while to counteract this momentum to slow down and go in the opposite direction. This momentum, and the need to sometimes fine-tune movement with the fire button, made maneuvering in tight quarters very difficult. While the balloon mostly travelled from left to right, an out-of-control plane obstacle constantly got in the way of the player as the plane travelled from right-to-left. The plane actually moves in a sine-wave pattern, and the A/W/A Team initially actually used a mathematical equation to control the plane. The equation’s sinusoidal movement was taxing on BASIC and slowed it down, so another algorithm was used that moved the plane up or down a pixel as it travelled until it hit an upper or lower limit and reversed direction. The plane stuck to the top-third of the screen as it moved from right-to-left. When the plane departed the left side of the screen, another one soon followed from the right. The plane was always in the way of the player, and constantly forced the player to adjust positions. One interesting part of the game that gave the player an option was the cave section. The player had the option to navigate through a tight cave which was loaded with lots of humans to rescue for points, or the player could take the somewhat easier route above the caves but always in the path of the plane. This decision was really equally weighted one way or another, and the decision really depended on a risk/reward strategy and the skill of the player. The gameplay of Night Rescue was very good – it was easy to get the hang of and very hard to master. Once the player reached the base at the right-end of the city-scape, he was rewarded with bonus points and started all over. The next time through, the plane flew a little faster and it was a little harder to complete the mission. Night Rescue 1941.xex
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