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Showing results for tags 'Berzerk'.
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I had this idea i came up with back in college ages ago of a sequel to Berzerk called Berzerk II on the 2600. Disregarding my lack of understanding on what the hardware is capable of, this was my idea for a sequel. The game would set you in one of the 3 set positions at the bottom of the map, you would then need to navigate and avoid the robots and find 3 coloured dots (keys) in order to open the gates at the top to the boss. Once in there, 2 shields will cycle along and you will need to time your shots between the openings to destroy the boss ( he does not move ) , dodging lasers all the while, standing in front too long will result in being fired at. Once defeated, you will have 2 minutes to get out of the base, pausing (b/w switch) will bring up a blank map, with your position, and the exit position, you will use this to find your way out, the exit is random but always on the edge of the map. Once you escape you will start again and the game gets harder ect. I gather there would be a way to randomize the map slightly each time after the first, softlocks would be my concern. Some rooms will have lasers that fire and you need to run through, generally guarding the keys needed. Evil Otto will come as normal if you linger to long, and when the base is on countdown. He will have an angry face when you are escaping. Trap room exist as dead ends but a challenge for the player, defeating them all grants 1 extra hit, these can stack up to 3 extra hits. There are drone enemies now, both will charge and increase speed if your in their line of vision, one of them will hunt you down if they see you while the other just keeps on its set path, speeding up if only on that plane its on. The robots like usual keep their Ai as before, saying things to you depending on how you enter, or leave the screen, or die. That is the just of the idea. The box art i hobbled together with AI and some manual editing to fix up some of the anatomy and a bit of the face, if this was a legit thing it would best be redrawn by someone else for proper authenticity. This game is placed about 40 years after the first, all have failed in their missions since and you are the last one up, failing results in the downfall of humanity, so this time you really cant afford to lose. I thought of having an ending game over where the robots say some grim one liner, though i cannot think of any of yet. Let me know what you think. Link to the files in case they expire, larger map included - https://drive.proton.me/urls/XDY1E7BXD4#aRr2X4wG4m82
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Hi guys: I've actually been working on this as well... Started from scratch after finding the algorithm for drawing the mazes on line. I can't promise this will be completed, as it all rides on the CPU time it takes to do all of the necessary collision detection: Will have four types of play: - Single player - Two player alternating - Two player cooperative - Two player competitive Some things that will be different from the arcade: - The 'flash' of the player's death animation is a bit slower (from 2 frames to 4 frames per change) I'm trying to save CPU time, and I don't want to call another routine just for that (the player moves 1 of every 4 frames) - The robots movement speed will be slightly different from the arcade, but like the arcade, no robots ever move faster than the player (they start out slow, and eventually only become as fast as the player in either case). - The shrapnel from the robot explosions will be shaped differently Todo: - Object to Object collision check (other than shots and walls) - Be able to move to next room - Evil Otto - The 'Animated' rooms for Frenzy (i.e. Big Otto, Robot Factory, Computer Control, Power Plant) - Sound Still not sure how to handle dual player mode when one person leaves the room and the other is still there. Also, how to introduce them in the next room. This is the difference between Two Player Cooperative, and Two Player Competitive: - You get 80 points for shooting the other player in either mode - You share the score and lives pool in cooperative mode - You do not get points for non player initiated events (i.e. evil otto kills robot or they shoot each other) in competitive mode - Evil Otto / Robots go after the closest player in either mode. - The player to kill the last robot in the room gets the bonus points in competitive mode What stopped development on this the last time I started it (I'm already farther than I was then) was the CPU time it took to do all of those collision checks. I have an idea about that now that I'm going to try. Also, handling things on different frames will be a help. Being that a player moves once every 4 frames, I have the time split that way: Frame 1 - player 1 Frame 2 - even numbered robot Frame 3 - player 2 (if active) Frame 4 - odd numbered robot Shots are processed every frame. Will be putting evil otto in there somewhere. I will post a bin once I get a little farther. Thanks, Bob
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Amidst the depths of space, polka dotted peril awaits... Game Description In the distant future, mankind is at the brink of extinction. Set on a mission to find resources for their dying species, the voyagers encountered a strange, sadistic alien race with a clownish appearance. Will the survivors escape the gory circus? Or will they be assimilated like all the others? Trapped in a spaceship with electric walls and vengeful alien clowns, the goal is simple: Get back to your cruiser at the docking bay and escape. But these gruesome bozos have some nasty tricks hidden up their sleeves and seem to know your every move. You must outwit and slay any clown that stands in your way, but you must make haste! For as you linger, you attract the attention of the ever-hungry Jugularnaut... Lock and load, kill clowns, and run for your life! Key Features -Heart throbbing music by Dance With The Dead -7 difficulties -4 player local coop/cutup -2 game modes (Escape mode, Survival/Deathmatch mode) -6 bosses -Electric walls -E-Z-Walls (for those who find electric walls too hard or frustrating) -50+ levels -Hardcore mode (1 life) -Freeplay mode -Chock full of game modifiers to customize gameplay to your liking Check out the trailer: Circus Interstellar - Lifes a circus trailer Screenshots We just released the final version of Circus Interstellar on both Steam and Itch.io! iiRcade users can pick up the game through the Itch.io DRM free copy and upload it to their cabs using the Mystery Encoder USB enabler! Right now we are in the process of putting together a custom MAME based cabinet to show the game at our booth for this years Portland Retro Gaming Expo, so if your interested and want to play it on an actual Circus Interstellar cab, head on over to the Ettinsoft booth and get to killing some bozos! 🤡 We plan on posting pictures of the Circus Interstellar cab when we finish it, we'll probably post that over in the Arcade and Pinball forum, so keep your eyes peeled! 👀 Steam link: Circus Interstellar on Steam Itch.io link: Circus Interstellar on Itch.io
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For those who don't know there is a Cabinet of Berzerk that was in Friar Tuck's Game Room in Calumet City outside of Chicago that has 2 Deaths associated with it. The first death was from heart problems while playing the game and getting a high score. The other was from a deadly knife attack after a fight over tokens left on the game being used by someone else. Friar Tuck's closed and I am assuming they sold off all the games to private collectors and or other arcades. Which brings me to the question did purchase the Berzerk and do they know it's deadly history? Anyone hear about any collectors bagging or talking about the cursed Berzerk? Would anybody want to play on that Berzerk?
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VERZERK 2002 Alex Herbert VecVoice Voice Support VECTREX 光速船 Kousokusen BERZERK https://www.ebay.com/itm/VERZERK-2002-Alex-Herbert-VecVoice-Voice-Support-VECTREX-%E5%85%89%E9%80%9F%E8%88%B9-Kousokusen-BERZERK/256179477920 Verzerk Author Alex Herbert and GCE-MB Game Creation: Year 2002 2002 Game Voice Modifications: Alex Herbert, Herbs64.com. Original Game: Berzerk by CGE and MB. Game Production: Mark Shaker, VectrexCarts.com. Production release year: 2002 Platform: Vectrex / 光速船 / Kousokusen Game Voice generation feature requires a VecVoice module/speaker connected to the Vectrex console Controller Port 2. Game Voice generation can also be accomplished using AtariVox+ Speech Synthesizer with the DIP switch settings configured for Vectrex VecVoice mode, and connected to the Vectrex console Controller Port 2. Game Cartridge. Instruction Book. Game Box Art. Custom reproduction Vectrex game cart shell by Sean Kelly, VectrexMulti.com. New In Box (NIB). Complete in box (CIB). Comes inside a clamshell game box with cover art insert. Tested. Working. Included in this listing as shown in pictures: VERZERK, New, Complete In Box (CIB).
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- alex herbert
- 2002
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Berzerk.zip
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Some ideas for games I'll never get around to programming myself, but which would be awfully fun to play, that someone ought to make, so I might as well put the ideas out there... I have been dreaming up 4 and more player games since the 8-bit days. Not network games, but the heat of competition and the fun of playing with your friends right there next to you, crowded around the TV. Back in the day I designed a 4-joystick adapter for the C64 on paper. I never got around to making it, but recently saw this QuadraStik Adapter for the 2600, which may or may not actually exist. ← UPDATE: Nathan from the site wrote back and said they are getting close! Seeing that fired up the old dream, and inspired me to mock up some games I've always wanted to see. These aren't terribly original, just mashing up various elements from some old favorites. Some of these might exceed the limitations of the 2600 (in that case, how about for a computer like the Atari 800 which has 4 joystick ports out of the box?) but with emulators and modern technology I have heard about 16k or 32k cartridges, Arduino powered circuits, etc., anything's possible. Anyway here are some that might be fun to make... enjoy
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I much prefer battling robots to battling viruses, so I've been inside spending a lot of time on Berzerk in the last few weeks. I wrote up an animated strategy guide and attempted to backwards engineer the AI. So tell me about your experiences with the game. Are the ports any good? And why doesn't Evil Otto have his own game yet?
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Got a sweet 3480 in berzerk! Personal best
Theallknowingsause posted a topic in 2600 High Score Club
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(I wasn't sure where I should post this, so correct me if I posted in the wrong thread.) Killer Clowns now available Steam!!! Killer Clowns is an electrifying combination of the arcade classic: Berzerk, and the cult classic film: Killer Klowns From Outer Space. With touches of elements from some of our favorite games like Dead Space and Super Smash TV, Killer Clowns is a tough-as-nails arcade experience from outta this world. Set in the distant future, Earth struggles for survival due to a shortage of resources. The Planetary Resource Importation Corporation vows to find a future for mankind. Hoping to discover planets rich with useful resources the Andromeda and its crew set to the stars. But rather than salvation, they found a circus from hell. Gameplay in Killer Clowns is very similar to Berzerk but with touches of more modern mechanics and ideas inspired by various other favorite retro games of ours. Players must carefully navigate their Cosmonaut through the labyrinth of a space station infested with mutated killer clowns to escape their imminent demise. As if that wasn't enough, the stations security system has been tripped and all of the walls have become electrified! Players will need to divert focus to both the positioning of their Cosmonaut and of the various bozos lurking around the corner. All you have to rely on is your wits and trusty blaster. KILLER CLOWNS FEATURES Addictive maze shooter gameplay! Fast paced action! Local Coop and Deathmatch! A brutal soundtrack by Dance With The Dead! A shocking experience with lots of freaky Clowns! Killer Clowns is sort of a passion project of ours. The Idea came to be when we were about 8 years old, my brother and I were talking with our cousin Ronald about the movie Killer Klowns from outer space when Ron mentioned how cool of a game that movie could make, and we spent a good portion of our day coming up with what we thought were awesome game designs. Little to say the game is a tad different than our original (8 year old) brainchild. But we like to think it turned out much better than we could have ever imagined. Side note: We disabled the fog you see in the trailer due to popular demand. (but it is in the options menu) Side side note: The Killer Clowns comic is nearly finished...follow us on facebook or twitter for updates, we will be releasing it for free on our website soon! Sincerely, Ettinsoft dev team Killer Clowns Steam page: Steam Ettinsoft website: Ettinsoft.com Killer Clowns Wikia page: Killer-clowns.fandom.com Killer Clowns Giant Bomb wiki: Giantbomb.com Killer Clowns launch trailer
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- killer clowns
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From the album: My Collection
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Hi. I have a complete Vectrex game Berzerk for sale, it is in very nice condition, box is not much worn, stiff and just a bit torn on edges, manual has a bit dirty first page, cartridge is very clean and preserved such as the cartridge tray insert. Overlay has a surface scratches but not deep and not affecting play. Overlay sleeve is original but worn at opening. The price is 45€ with postage included to EU, or 55$ with postage included to the rest of the world. Send me a message is you are interested.
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From the album: Raspberry Pi Custom Atari case designs
My Raspberry Pi case inspired by Atari the 2600 Berzerk cartridge. Black plastic case and I used Paint Shop Pro to design labels for Berzerk which the end result has a very good resemblance to an Atari 2600 cartridge. This looks amazing in the flesh.-
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From the album: Raspberry Pi Custom Atari case designs
My Raspberry Pi case inspired by Atari the 2600 Berzerk cartridge. Black plastic case and I used Paint Shop Pro to design labels for Berzerk which the end result has a very good resemblance to an Atari 2600 cartridge. This looks amazing in the flesh.-
- Raspberry Pi
- Atari 2600
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From the album: Raspberry Pi Custom Atari case designs
My Raspberry Pi case inspired by Atari the 2600 Berzerk cartridge. Black plastic case and I used Paint Shop Pro to design labels for Berzerk which the end result has a very good resemblance to an Atari 2600 cartridge. This looks amazing in the flesh.-
- Raspberry pi
- Atari 2600
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From the album: Raspberry Pi Custom Atari case designs
My Raspberry Pi case inspired by Atari the 2600 Berzerk cartridge. Black plastic case and I used Paint Shop Pro to design labels for Berzerk which the end result has a very good resemblance to an Atari 2600 cartridge. This looks amazing in the flesh.-
- Raspberry pi
- Atari 2600
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(and 2 more)
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From the album: Raspberry Pi Custom Atari case designs
My Raspberry Pi case inspired by Atari the 2600 Berzerk cartridge. Black plastic case and I used Paint Shop Pro to design labels for Berzerk which the end result has a very good resemblance to an Atari 2600 cartridge. This looks amazing in the flesh.-
- Raspberry pi
- Atari 2600
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(and 2 more)
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Hi all, This is my first post on AtariAge. I created a version of Berzerk with diagonal shots. This has been done previously by Dennis Debro. This version is based on his disassembly, and I borrowed and learned a lot from his hack. Debro's hack, as I understand it, works by extending the robots' "missile box," which has to do with how close the player must be to the robot before the robot fires, both in the horizontal and vertical directions. Extending this makes it possible for the player to be close enough in both directions, even from a good distance away. In that case, a diagonal shot can be fired. (Debro also added code to combine the two missile directions.) This code is quite interesting and educational, but the actual game play is still disappointing. The robots very rarely fire diagonal shots. In addition, increasing the missile box makes the robots dumber, so that they often fire wild shots that are not even close to the player. Since only one robot can fire at a time, this ends up making the game easier. I wanted to make the game harder! Specifically, I wanted to stick to the original algorithm and only fire diagonal shots when normal shots would not be fired. However, this would seem to require a separate routine to compute diagonal shots that doesn't rely on the original missile box, and there is not enough space on the 4K ROM for such a large amount of code. So my solution was to add such a routine to a second bank, making an 8K ROM. Even then, it was hard to squeeze in enough code just for entering and leaving this second bank, but I finally managed. Debro's marking of unnecessary bytes in the original ROM was very helpful for this. Anyway, here is the modified assembly and binary. The robots do frequently fire diagonal shots, and the game is harder! I'll let you decide how much harder. This hack only includes the diagonal shots. It does not include the other changes that Debro made in his hack. Debro's original disassembly and hack can both be found at: http://www.bjars.com/disassemblies.html berzerk_dshots_johne_mar_16_2019.asm berzerk_dshots_johne_mar_16_2019.bin
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Other than Asteroids, I really can't think of many other games that I played obsessively than Berzerk. I spent many hours playing this game and to be honest, I still do it on occasion. It's just one of those games that are simply timeless and fun.
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From the album: Uploads
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I like this. Someone remade the Atari 2600 version of Berzerk for Android, with full controller (nvidia shield, for instance!) support. I thought the addition of internet memes was stupid but then I remembered the source game is 32 years old, so what's the harm in having a time capsule inside of a time capsule? https://play.google.com/store/apps/details?id=thewholecake.manik It's free with no ads, tricks, or extra things to buy.
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Hi There, I recently picked up “Frenzy” for the 7800. The game is great and I am especially pleased with the inclusion of “Berzerk” which is one of my favorite 5200 games. While I was playing the Berzerk contained within Frenzy, I noticed I would randomly die without any perceivable reason, but this would only happen in the 1500-3000 –ish point range. On my setup, an unmodded 7800 RF connected to a CRT TV, the dark green shade of the robots in that point range were extremely close to black, and what I soon figured out was happening is that I was being shot vertically or diagonally and I am unable to see the shot fly. I also noticed that the “press fire to start” text was this same barely visible shade of green. A revisit to the 5200 edition (also connected via RF) found robots in this point range a much more visible shade of blueish white. Interestingly, when I downloaded the rom for Frenzy, emulated it via ProSystem in RetroArch and got to the same point range, I found the robots to be almost the exact same (and very visible) shade as the 5200 edition. Changes in Tint, Color, Picture or Brightness on my TV did little to alleviate the problem. I am stumped. What might be causing this and what might I be able to do to fix it? Is it possible there is something wrong with my cart? 7800? What I have done is included a couple of pictures. The first one is the title screen, and here it is pretty easy to see that the green “press fire to start” text is very dark, this was easy to capture. Next I have circled a vertical shot in that point range to emphasize how hard it is to see (even though in this picture the robots seem to show up fine) and then for comparison purposes, I included a similar picture of a red vertical shot, which is very clear. Also for comparison reasons, I included what the colors in same point range look like on the 5200 version of Berzerk. Finally, in case the color profile of my 7800 is actually way off and I don’t not know (I don’t have a good point of comparison) I enclosed a picture of “Bentley Bear's Crystal Quest” which is feel gives a pretty good idea of the way things 7800 look on my setup. Please advise and thanks in advance, --DiscoDr.Bones
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You're caught in a combination of old video games - Berzerk, Pacman and Breakout in Mario world! Stay alive and strive for a high score before the timer runs out! Can you save the virtual world? I've added Flashback portable compatiblity, game plays well with two minor bugs: 1. You always start out with the fast ball and the slow ball, in Stella and the older consoles the very first play starts out with the slow ball, but subsequent restarts have both at once (relying on pre-initialized memory...) 2. The score is somewhat garbled, lazywriter paints it clearly on Stella and the older consoles - I'll look into fixing that at some point Pixels.bin
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From the album: Hacks
Player has colors! -
Frenzy invented the skeleton robot two years before The Terminator, and 5 years after Star Wars introduced C3PO and R2D2 (see lower right of the picture). The premise is that somehow Han Solo stole a farmer's outfit from Tatooine and got stuck in a maze. The manual (colecovision) identifies Han Solo as only a "commando."