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It's a remake of Jim Summer's SLIME game for the Commodore PET 2001. This game works on 8K PET 2001 models. As a result, the menu system was redesigned, there's no sound and the game is only 25 blocks in size. Keys Rotate - Q, W / Fire - Space / Move - 2,4,6,8 / Pause - Return Download Links https://milasoft64.itch.io/slimed-for-commodore-pet-2001 https://www.commodoregames.net/CommodorePET/slimed pet 2001-821.html slimed pet 2001.prg
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After several hours, I present you the first beta of MAFIA for Atari 8-bit. This game is more or less a classic on the C64, and i tried to port it to A8. Clearly, as an A8 beginner, I had some problems creating a 1:1 port, thus, the map looks quite different. However, the rest should be rather close to the original (given that I had the BASIC sources available). There will be still (severe) bugs. Not even sure if loading/saving will work as expected, and since I did not play it through, I even do not know if one can 'win' this game right now. However, I am grateful for any bugs reports (here or on github). The graphics are more or less a mess. Sound is even not existing. Not sure how much I will try to polish them, help is welcome. The game is localised in german and english, however, the english part was translated quickly by ChatGPT, so it might be off here and there. Also, the text is partly not very aligned (centered or otherwise). I have no idea if this thing will run on real hardware. I was able to run it in my emulator. Hope to test it soon on an A8. Full sources and ATR image can be found here: https://github.com/drunkeneye/MAFIA.A8
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Hello. I created a new game : Mummy Maze An archaeologist explore many Egyptian pyramids. In order to open sarcophagus. He must find all anks dispersed in the maze. But beware: the tomb is stuffed with deadly spikes and lethal arrows. Bats and cursed mummies gonna give you a hard time; however, if you find the holy khopesh, you will can face them. When you open sarcophagus, a new exploration in a larger and harder tomb awaits you. Good luck. I had the idea about this game since I was a teen. I planned to create a game inspired by Atic Atac, a famous gamy for ZX Spectrum, with a nightmarish ambiance. Finally I decide to create a simple game with original idea. Specidications : - Mazes are generated randomly so you gonna not risk to encounter the same level. - Tombs become bigger during your progress. You gonna need your memory, else you gonna have trouble to find yourself. - You earn an extra life every 1000 points for a maximum of nine lives. mummy_maze.rom
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Hello, I'm Pazur from Zelax demoscene group and I wanted to share news about a new game that we are developing for Atari - Cosmic Hero 2. We've just released the first teaser of the game together with some information about the game and a couple of screenshots. Cosmic Hero 2 Teaser on YouTube Download the first Cosmic Hero game (2004 release) The hero who saved the Earth returns after 30 years to help the mankind again! Cosmic Hero 2 is a logic and arcade game based on mechanics similar to the well-known Sokoban and at the same time a continuation of the first Cosmic Hero from 1993. The sequel retains the basic rules of the game (collecting scattered "blobs" of liquid energy and laying out a wire to open the exit from the map), but adds many new, unique elements that provide a variety of logical and arcade challenges. During his mission, the player will visit several planets differing in graphics and music. The game is being created by the Zelax Group with the same team as 30 years ago. Pazur is the author of the game as well as its prototype programmer, graphic designer and the gameplay content creator. The Atari coding (in 6502 assembly) is done by Święty @Saint (Swiety) and the music is composed by Foster @Foster_MSX. Cosmic Hero 2 is currently in active development and is being developed using modern development tools. The prototype, which is an almost 1:1 representation of the future game, is developed using the Unity engine. The prototype also includes a map editor. Once all aspects of the project are worked out, porting the prototype to Atari will begin. The sound is created in RMT and recorded by Foster from a real POKEY. Main features of the game: larger than screen maps with horizontal and vertical scrolling, full screen gameplay area, refined, detailed graphics in carefully selected color palettes, rich sound design in the form of experimental music that makes the most of the capabilities of the small Atari sound chip, the effect of the shadow cast by objects on the ground calculated in real time, moving objects for an arcade gameplay elements, rich game mechanics allowing for complex interactions between objects, 3 types of ground surfaces affecting the gameplay, varied maps, this time with more initial ones, introducing the player to the rules of the game Greetings, Pazur/Zelax
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Spheroid is a puzzle game in which you guide a metal sphere around a maze of tiles towards the exit tile, within a time limit and set number of moves. The maze is comprised of various hazards and tile types, each having a different effect on the metal sphere. There are 50 levels to solve. Spheroid will run on any OCS/ECS/AGA Amiga with at least 1Mb of RAM and AmigaOS versions 1.2 up to 3.2. It can be run directly from floppy disk or installed to hard disk. The game is free, but a donation is welcome which will be used to maintain and expand original hardware. https://andyvaisey.itch.io/spheroid
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Dear Atari-Fans, This is the release version of Zauberball’23, my contribution to this year’s ABBUC SW-Contest 2023. In the release version, there are some important additions, namely an animated scene in the wizard’s house, and a closing scene when all levels have been colored. Also, the game ends as soon as all game levels have been completed. So the game has a defined end and can be ‘won’. NTSC-Version: zBall23(NTSC).xex PAL-Version: zBall23(PAL).xex Zauberball is a reinterpretation of the game Wizball, known from the C64, with new gameplay, graphical and acoustic elements, such as new background graphics, additional parallax effects, many extra colors of the Atari palette, countless moving objects and enemy sprites. Filters and alternative POKEY clock rates were used for the sound effects, which makes the sound effects sound more transparent. Compared to the original version of Wizball, the game flow of Zauberball was slightly revised to allow for an easier start difficulty level. I think that the game is not a copy of the original, but rather is an independent variant with its own charms. Game Description: A game with a mix of 'Shoot 'em up' and strategic elements, for Atari 8-Bit PAL/NTSC/64k RAM, 1-2 players (joysticks). The space bar in the start screen displays a short game instruction. The player controls the magic ball, which initially only jumps. By collecting bonus elements '(B)', you can acquire additional powers ('Power-Ups'). A flashing 'Power-Up' in the status bar at the bottom of the screen can be selected by quick left-and-right movement on the joystick ('wiggle'), or a short circular motion. Power-Ups: Anti-Gravity (Magic Ball floats) Beam (Shield up/down) Bidirectional Shot (left & right) Satellite (Satellite for collecting color) Laser (goes through all obstacles) Wiz Spray (Magic Ball fires in all directions) Cat spray (Satellite fires in all directions) Bomb (takes out all enemies on the screen) Yin/Yang (makes Magic Ball and Satellite 'indestructible') The most important 'Power-Up', the satellite 'Cat(ellite)', can be controlled by holding down the fire button and is needed to collect color. Through the volcano craters on the ground, you can switch between six different game levels, in each of which red, green, or blue color can be collected. From the primary colors red, green and blue, the required target color can be mixed in the fourth color pot. The amount of required colors is displayed in each game level by a stripe next to the color pots. The right strategic decision about 'Power-Ups' and the collected colors determines success. Goal of the game: Color all six game levels with three target colors each. Gray color drops increase the energy of the satellite, orange and purple put the satellite out of control ('mutant'). Bonus Round: After each completed color follows a bonus round, which serves to collect extras and points. If you survive the whole bonus round unscathed, there is even an extra life. Wizard's House: By left/right movement and fire button of the joystick, a permanent extra can be chosen. These are immediately available again after losing a life. Status Display: At the top of the screen, score, energy of the satellite 'C' and number of enemies 'W' are displayed. At the bottom of the screen, the number of the current game level, the available basic color in it (red, green, blue), the available extras (as pictogram), the currently selectable extra (flashing), the collected amount of basic colors (in the three pots, red, green, blue), as well as the target color to be mixed (in the pot far right). Game Options: You can choose between one or two magic balls, as well as a solo and team mode. In solo mode, the satellite is controlled by holding down the fire button, in team mode, the second player takes over control of the satellite. If two magic balls are chosen, both players switch roles with each new life and scores are counted separately for both players. Space Bar: Pause mode, continue with fire button. Break Key: Ends the current game and returns to start screen. Important Notes: It is very important that you turn off the continuous fire function of your joystick for this game, if your joystick has such a function (e.g., Quickshot, Competition Pro, etc.). If continuous fire is activated, neither can the shots be fired accurately, nor can the satellite be controlled correctly, because the fire button must be held for this, whereas with a continuous fire function the button is always switched on/off in intervals. Important for a successful game play is that you first shoot some enemies and collect a bonus element ‘B’. You will see that the first extra on the left in the bar at the bottom of the screen starts blinking. You can activate this extra by wiggling left/right on the joystick, or with a short circular motion on the stick. The first extra on the far left in the bar allows the ball to float instead of bouncing. This already makes the control easier. Next, you should collect three more 'B’s and choose the third extra. This activates the satellite. Now you can shoot the color drops, collect the falling color drops with the satellite and finally color in the game level with the color. You will see, once you have got the hang of it, the game is quite entertaining. Especially the two-player team mode is highly recommended if you have a second player at hand. I hope you all will have a lot of fun, Oliver
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This is a new game I made for Gameboy Color! The files attached are: Label (.png file) Gameboy Color Rom (.gb file) Enjoy! HyperWarpV1.gb
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99' VADERS - Kamikaze Aliens *** COMPILED Edition *** After 40 year, here is the compiled version of 99' VADERS - Kamikaze Aliens! The game is now fast & more challenging. The joystick support was also added. The code was checked/revised by the original author ( @99V ). In addition, in the .zip file there is a new manual and two labels for SSS carts. Have fun! 🙂 99'Vaders - Kamikaze Aliens V1.0.zip
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For a long time I have wanted to do a complete Grav play-through for the Atari ST. Please find it here: Most videos I found on Grav seemed to be beginners or people just getting started with the game, I am not claiming to be a Grav master but if you have ever wanted to see the whole game, this is your chance. :-) If people are interested I am also thinking of doing a Grav 2 play-through. Please let me know. :-)
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Twin Snakes Run is an uncomplicated puzzle game reminiscent of the popular snake. It differs from other games of this type in that we control two twin snakes at once, which move in the same directions, creating the same route, but mastering mazes with different obstacles. We don't collect anything here, and the trick is to lead both snakes to the exit at once. Blocking one of them makes it impossible to continue the game and then the level must be restarted. The snake gets longer with each "step" and cannot go through itself. There are 32 levels, and the level of difficulty usually increases with each new one. For ease, we can also start the game from 10 or 20 level. The game was written in 6502 assembler and it is my first program in this language, because so far I have only tried coding in Atari Basic ("Tuneup", "Troll's Treasure" and "Moon Quest" games). The impulse to try to write something in assembler was the series of videos "Let's Make EdVenture" on the YouTube channel "Mission: Ed Possible", where the author presents the creation of a roguelike game for small Atari from scratch. During the development of "Twin Snakes Run" Marek "Xeen" Cora was a great support to me, he gave advice, explained many things, and also wrote some procedures that make the game work, look and sound much better. The title artwork was created by Piotr "Piesiu" Radecki. The rest of the work (game mechanics, level art, music) was done by me. There was an idea to make a few copies on a cassette tape for the creative team, but finally we decided with Jerzy "Duddie" Dudek to release it in his company Retronics, in the "Classic" version for those interested (limited to 50 copies). Jerzy "Mono" Kut also came with support, who prepared a loader for the cassette release, as well as Konrad "Gades" Leśniak, who lent one of his songs (more specifically "Nightride" from the album Runaway from 2017), which is played on the second channel when loading a game from a tape. The game should run on any configuration. It was tested on Atari 400/800 and XL/XE series. It supports both PAL and NTSC systems. A minimum of 32kB of RAM is required. The snakes are controlled with a joystick. Other control keys: FIRE - start or restart of the level START - start from level 01 or return to the title menu SELECT, OPTION - start from level 10 or 20 Game is avaliable to buy at https://retronics.eu/ please contact publisher directly. Twin Snakes Run.xex
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I purchased a disk copy of Rescue on Fractalus! a few months ago. It booted first try, but when i tried it later, it would load part way and show a load error with a rainbow static screen. Is this data corruption? Would it be saveable at all? Showing the files in DOS shows the title of the game and some credits listed as filenames. Any help is appreciated!
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The second game port from Atari VCS 2600 is Beat'Em & Eat'Em (AKA Philly Flasher) from Mystique/PlayAround. It was released in 1982 in a 4K cart. There is also a variant, called Philly Flasher. The game uses paddles. This is an "adult" game. After 40 years from the initial release, now the graphics/animations look anything but "erotic". The pixel art now inspire a grotesque sense of humor... 🙂 Furthermore, the games in this category are not well-known for their gameplay. I've tried to create a version that looks and feels like a real conversion of the game done in 80s and modified the gameplay to be more enjoyable. Practically, the original game was a clone of the Kaboom concept and that was/is a nice game to play... You can dowload and play it right now (please read first the Read_Me_First!.txt file in the archive). Note that there is also included a "experimental" version with sprites rotation routine that works better on CRT monitor. Also for this game, there will be a physical SSS carts: we are working with Greg at @arcadeshopper to provide a "Collector's Edition", with cart labels, manual and will have, in addition to Beat'Em & Eat'Em, also the Philly Flasher variant. Greg should be able to accept the preorders in short. Have a lot of fun! Finally, many thanks to Joe ( @Retrospect) for his "adults" games on the TI, that were surely an inspiration for this conversion... 🤣 Beat'Em&eat'Em.mp4 1363939070_PhillyFlasher.mp4 Beat'Em&Eat'Em (AKA Philly Flasher) (2023)(by TMOP).zip
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Due to recent celebrations of the 50 years anniversary of Atari, I have discovered some interesting games for the VCS 2600, so I've decided to do some ports for our beloved TI99. 🙂 The first game is NUTS (AKA Fox & Goat) from TechnoVision. It was released in 1983 in a 8K cart. It seems that there is also an hacked version, called Fox & Goat. I've tried to create a version that looks and feels like a real conversion of the game done in 80s. You can dowload and play it right now (please, read first the Read_Me_First!.txt file in the archive). Since I know that you guys like physical SSS carts, we are working with Greg at arcadeshopper ( @arcadeshopper) to provide a "Collector's Edition", with cart labels, manual and a special version of the game. This special version will have, in addition, a different color schema (similarly to the hacked version) and the ability to add the typical graphical glitches of Atari 2600 games (the black lines at the left of the screen). Of course, this effect looks better if using a CRT screen. Have a lot of fun & Happy Easter! NUTS_TI99_by_TMOP.mp4 FOX&GOAT_TI99_by_TMOP.mp4 Nuts V1.1 (AKA Fox&Goat) (2023)(by TMOP).zip
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There is a new game from the Japanese coder Inufuto, also for the TI99: Cracky. You can download also from the official page (Cracky). cracky_bin.zip
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'Clear for Action in the age of Sailing' is a game of strategy pitting you against the computer in a pitched naval battle in the age of the great sail battleships of the 18th century. Originally ported to the TI-99 by Walid Maalouli from the TRS-80 I have now ported thst 99 version over to the Geneve. This is a really terrific program and I have made some modifications to better run on the Geneve and take advantage of it's features. The program is now one large program. Malllouli had to break up the program to get it fit on the 99, on the Geneve there is more than enough memory to fir the whole program at once. Also switched some of the menus to 80 column and added more info in the program. there's a run-able version on a single DSK1 that runs from A: and, if you have Geneve MAME package download from my site https://ti99resources.wordpress.com/emulation/, a set of HDs you can just replace the SOFTWARE files with the new SOFTWARE files and execute ABGAMES at the Geneve prompt for the menu to run CFA. To change to run from another source change the variable on line 100 to the new default SAVEFILE area. Lot's of fun and challenging. enjoy CFA10a-UPDATED.zip
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Hi guys. I'm working on a remake of Let's Compare ( Donkey Kong ). The original video is out of date & I need to upgrade it. I'm looking for either the ROMS or good clean video footage of all 4 levels from the updated Intellivision version & The arcade version for the colecovision. The new video will be hi def & 60 fps. Any help would be greatly appreciated & I'll include any help in the credits. Thanks guys. Gaming History Source
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I am not promising a game, BUT I am playing around. Just getting around the did it hit or not was a issue... "Shit, I need to do that more often, to keep the "programming mindset" from dying!" 😛 hehehe Finally, figuring that CALL COINC had to be inside to loop to work. Ohhh, that stupid computer! Questions... I see that the "bullet" continues and comes out on the other side. I guess that is the time it takes to get the message that it is to delete the "bullet", in line 460? Am I wrong in presuming that to move that hole animation around as a sprite is not possible? To @SteveB: "Uppercase Beautifier", I wrote. "Call screen", when beautifying, it only change it to "CALL screen" (ver. v24), Same with xpos, it kept it lower case. Is this how it should work? PS! What about a short cut to that "Beautifier", Ctrl-U? Also... what about if I Export from SXB to XB. What if I could in pref. say to TiCodEd, ALSO copy the text in XP. So I can paste in right into Classic99? (save me some steps). I made a mistake and put the Characters from 32 and up... (Char page) In Extended Basic, Can I move it to XB256 or Auxiliary And can I move it from 32 and start it all from some-place higher, like Char 60? I was using Display at and I only got my Char and not numbers. So I wish to move Char above numbers so I can get values from Display at. "code completion feature" is it gone? I tested the "animation" function on the Char page, very nice function! Can you also do that with a 4*(8*8) Sprite? PS! I did this animation, first in another program, but your Char page was more useful when I knew how it was supposed to be.
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If you have not kept up with Malban's VIDE site for the #Vectrex video gaming console, now is a good time to check back in. Build a Vectrex game without coding? A dream that might be a reality soon enough. 10th of January 2023 – building games? http://vide.malban.de/10th-of-january-2023-building-games .
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Hi, Here is the first WIP version of my attempt for a blocks/sudoku puzzle game named Bloxudoku. It is not an original idea, but yet another variant of the many and popular blocks/sudoku games out there for mobile devices and online. Making games for the Atari 2600 in assembly was a challenge by itself, much harder than playing a puzzling sudoku or tetris; trying to squeeze in the correct operators on a single scanline while counting cycles up and down and checking for page boundaries. OMG what a time-consuming challenge... There are still some issues in this early version; like flickering, jumping screen/lines and bugs, but the initial version is still fully playable. For the final version I plan to do improvements with score/bonus, sound, graphics, interactions and micro animations. I have not yet tested the game on real HW, only simulated in Stella and Javatari. I am interested in any observations and strange behavior from the real device and setup. So, how to play? Place the blocks/pieces on the board in order to complete sudokuish lines/squares for them to disappear and gain extra points. It should be rather intuitive to play this game. It is not yet detected when the game is over, but that should be pretty obvious when you are no longer able to place any new pieces onto the board. Note down your score and hit Game Reset to start a new game. Easy to play, hard to master? See attached binaries for NTSC-60 and PAL-50. Happy testing! (...and a happy new year!) /Ola Lisboa bloxudoku_v0_1_ntsc_60.bin bloxudoku_v0_1_pal_50.bin
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After several years I have updated my Parsec 2600 to v1.7d and I am releasing as a free download. Of course I reserve all distribution rights and rights to the code but it can downloaded for private use from here. What I have added in v1.7d are some improvements, better play and a BOSS level. Here is a brief look at the manual (full version included in download). ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Introduction It's 2600 AD and you are the pilot of the Star Fighter PARSEC patrolling the alien planet of Irata. Suddenly, Maria, your onboard computer, announces that you are about to come under attack from alien fighters, large cruisers, killer satellites, a meteor shower and the strangest thing you ever seen! The Parsec 2600 Game Cartridge is packed with thrills, danger and excitement. Waves of attacks from four different types of ships and a thing(?). Challenging flights through the refueling tunnel. Avoid the dangerous meteor shower just feet above the ground. Start from any level and number of ships from menu. Getting started Insert the Parsec 2600 game cartridge in your Atari 2600 and turn the console on. On the screen the Parsec fighter is seated on its landing pad ready to begin battle. Press the controllers trigger button and the Parsec will rise up and the game will begin. Optional choose your level By pressing down on your joystick at the beginning of the game you can choose your starting level and number of ships. You are presented with a screen where at the bottom, where the score will be, is the number of the starting level which is, in this case, one. By pressing up and down with your Joystick you can change the starting level up to 30. When finished press the trigger to move on to changing the number of ships. Now at the score area is the number four showing you can only start with a minimum of four ship (normally it’s eight). You can have as little as four with the maximum being 254 ships. When you have chosen your number of ship press the trigger to return to starting the game. The screen On the bottom right is a timer. As the line shortens, your time shortens. In each wave level of ships you will be given a limited amount of time to clear the screen. When time is up you lose a ship. As the wave goes up levels the time will shorten. On the bottom left is the number of ships you have left. Each pip marks one ship. The maximum number of ships shown is four but you may have more. In the middle is your score. Option Switches Switching to B/W at anytime during the game will pause the game. Switching back to Color will continue the game. Press the reset button will reset the game to the beginning. Operation Press the Joystick up and down to move the ship. In the meteor wave you can also move back and forth. Press the fire button to fire except in the meteor stage where you can only dodge. Waves of ships and danger! The Swoopers The first wave of ships is the Swoopers. They swoop down and you must clear all of them from the screen. As each level progresses you will need to hit the Swoopers more times to clear them and less time will given to do it. The Beamers These ships move in and fire on your ship. As with the Swoopers you will need to hit them more than once in later levels with less time. Refueling tunnel Time to refuel. Navigate the treacherous refueling tunnel to refuel your ship. As the levels progress the tunnel gets longer and your ship will go faster through the tunnel. The Killer Satellites Randomly the refueling tunnel will be replaced with the Killer Satellites. They may seem easy to hit with their ziggy pattern, but watch out. Backwards Swoopers Watch out! These ships come from behind. Play is same as Swoopers otherwise. Invisible Beamers The Beamers become invisible in later levels but are still lethal! Play is the same as other Beamers. Meteor Shower Avoid the meteors just feet above the ground. You can't shot them so move fast to stay out of their way! The BOSS! Replacing the meteor shower in levels 3,6,9 and randomly after level 12 is the Boss and watch out, he’s out to get you! At each wave the time gets a little bit shorter, the ships get faster and need to be hit more often. So shot fast and shot often. The world depends on you! After the games end your ending score will be displayed for a few seconds before the game automatically restarts. Parsec 2600 v1.7d.zip
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This game was created mainly for my needs, but because @bocianu (who also likes brain games) made a great title screen for the game then the idea of sharing this game was born - maybe some of you also like to stack barrels in the warehouse? Programming for Atari OS and floppy disks was not as easy as I originally thought Thanks for @tebe for his great tools (Mad Pascal & Mad Assembler) and @xxl for xBootDOS Thanks to everyone who contributed to my first Atari 800XL game! ProHiBan (v1.0 final).atr ps. game sources will be public as soon as I clean them up
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Feed the rat enough tacos to keep tacobot from trapping you. Simple game in cc65, learned a lot by writing it. Still needs art and sound, this is the first playable complete. https://github.com/marianodominguez/taco-game
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We are looking for betatesters for our upcoming point'n'click adventure game. Here are the requirements: * Be fluent in English, native speakers preferred. * Use both emulation (for easier debugging / sending savestates) and native hardware (for checking compatibility). The game requires a 48K system and a multicart with support of 1MB cartridge images. * Respond to communication within a day. Preferred channels are e-mail and Discord. * Do not share the binary or screenshots with anyone. The objective of the betatesting is to find any remaining bugs and language mistakes. Both PAL and NTSC compatibility needs to be tested. Applicants may reply via PM or in this thread.
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