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Blogs

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  • That's what she said.
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  • The (hopefully) weekly rant
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  • BubsyFan101 n CO's Pile Of Game Picks
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Found 4 results

  1. NEW RELEASE: LINEJEWELS (0.6) - FIRST RELEASE (BUG FOUND - UPDATED VERSION COMING SOON) so the task was to create somehow of an action game for crossplatform 8-bit. means running on as many old 8bit platforms in basic as possible. the outcome: LINE JEWELS a one key "be jeweled". you have the choice to set the stone in one line and make 3+ or even 2 * 3+ and get the points. you have 50 lines to get as much points as possible. it runs now on C64, ATARI XL, MS-DOS (GW-BASIC), AMSTRAD CPC & BBC MICRO) the code is the same for all platforms except the GetKeyPressed-routine 😞 and the rnd function .-( it was quite a big work to get all together. so you can't use of course graphical commands or even cls. so everything is made with print and print ;. there is so much things that are different in these basics .-( it is a nightmare. even handling of string is different (thanks to atari), others have low memory, others don't have : and and and if you are interesting in the basic-code (one file for all versions) running on C64,AtariXL,MS-DOS(GW), AMSTRAD, MICRO BBC) .-) There can be errors in the code (in the case of atari the concat of strings). Just go over the errors. the code should run. 1 REM LINE JEWELS - CROSS 8BIT PORTABLE BASIC GAME 2 REM NEO LISTING/TYPE IN 8BIT GAME --- 3 REM C64_ VICE - F10 - IMPORT | PET_ WWW.MASSWERK.AT/PET/ 4 REM AMSTRAD (CPC)_ ARNDOLD (AUTOTYPE) 5 REM MICROBBC_ BBCMIC.RO/ MSX_ WEBMSX.ORG (OPTION+B) 6 REM ATARI 800XL_ WWW.ATARIMAC.COM/INDEX.PHP 7 REM ------------- COPY FROM HERE ------------------- 8 DIM F$(50):DIM A$(50):DIM AC$(50):DIM CH$(50):DIM MO$(50) 9 DIM RE$(50):DIM L$(50):DIM DX$(50):DIM OB$(50):DIM N$(50) 10 LET A$="" 11 F$="#X.O" 12 MC=0 13 CH$="" 14 LET HC = 420 15 LET AC$="" 16 VE = 0.6 17 DIM GT(10,100) 28 GOTO 70 39 REM SETTINGS 40 A$="" 41 A=0 42 CH=0 43 IF MC=2 THEN GOTO 51 44 IF MC=3 THEN GOTO 56 45 IF MC=4 THEN GOTO 58 46 REM C64-BASIC 47 A = PEEK(197) 48 IF A=10 THEN A$="A": GOTO 69 49 IF A=13 THEN A$="S": GOTO 69 50 GOTO 69 51 REM ATARI 800XL 52 CH=PEEK(764):POKE 764,255:IF CH=255 THEN GOTO 69 53 IF CH=63 THEN A$="A":GOTO 69 54 IF CH=62 THEN A$="S":GOTO 69 55 GOTO 69 56 REM MICRO BBC 57 A$=INKEY$(0):GOTO 69 58 REM GW-BASIC, MSX, AMSTRAD (ATTENTION UPPERCASE) 59 A$=INKEY$ 69 GOTO 1320 70 REM GO ON 80 SP = 60 95 TS = 0 97 REM BASIC DARTHMOUTH > 64 - ONLY 2BYTE VAR NAMES! 100 GOSUB 5000 101 OB$ = "#XO." 102 PRINT "<#><.><O><O>" 103 PRINT "<#><O><O><X><X>" 104 PRINT "" 105 PRINT "LINEJEWELS - ONE BUTTON JEWLERY ";VE 106 PRINT "" 117 PRINT "ONE SOURCE FOR ALL OF THEM" 118 PRINT "NEO LISTING / TYPE-IN 8BIT-GAME" 111 PRINT "BY CHLUDENS.CH (EXPER. ARCHEOLOGY)" 112 PRINT "GREETINGS R. WERNER, S. HOELTGEN" 113 PRINT "USAGE: <S> SET STONE " 114 PRINT " <A> ONE FORWARD" 115 PRINT "TODO : CREATE 3+ LINES" 116 PRINT " WITH THE DIAMONDS ";OB$ 117 PRINT "HIGHSCORE: ";HC 128 REM PRINT " ";CHR$(7);CHR$(7);CHR$(7) 130 PRINT " " 131 PRINT "COMPUTER: 1:C64 2:ATARI 800XL " 132 PRINT " 3:MICRO BBC " 133 PRINT " 4:MSDOS(GW),MSX,AMSTRAD " 134 INPUT MC 135 PRINT "" 136 PRINT "" 137 PRINT "GET RICH! " 138 PRINT "(NO CHANCE IF ARE NOT YET)" 139 PRINT "" 500 SC = 0 510 LI = 0 520 X = 0 530 AC$ = "#" 540 REM 1000 REM NEXT LINE 1001 GOSUB 6000 1002 AC$ = CH$ 1005 X = 0 1006 MO$ = "INTERACTIVE" 1007 RE$ = "" 1008 REM IF SC<10000 THEN PRINT ;" "; 1009 IF SC<1000 THEN PRINT ;" "; 1010 IF SC<100 THEN PRINT ;" "; 1011 IF SC <10 THEN PRINT ;" "; 1012 L$ = "" 1013 IF LI>40 THEN L$=" " 1015 PRINT STR$(SC);" !";L$;STR$(50-LI);"! ";AC$;" ! "; 1100 GOSUB 6000 1110 REM 1119 KP = 0 1120 IF LI<2 THEN MO$ = "FORWARD" 1190 IF MO$<>"INTERACTIVE" THEN GOTO 1410 1199 H = 0 1200 REM --- CHECK KEYS AND PAUSE --- 1300 REM . 1305 REM . 1310 GOTO 40 1320 IF A$="S" THEN CH$ = AC$ 1330 IF A$="S" THEN MO$ = "ENDLINE" 1332 IF A$="S" THEN RE$ = " >" 1333 IF A$="S" THEN KP = 1 1334 IF A$="S" THEN GOTO 1410 1335 IF A$="A" THEN GOTO 1410 1336 IF A$="s" THEN CH$ = AC$ 1337 IF A$="s" THEN MO$ = "ENDLINE" 1338 IF A$="s" THEN RE$ = " >" 1339 IF A$="s" THEN KP = 1 1340 IF A$="s" THEN GOTO 1410 1341 IF A$="a" THEN GOTO 1410 1351 H = H + 1 1352 SP = (50 - LI)/2 1360 IF H<SP THEN GOTO 1200 1410 PRINT CH$; 1411 LET FV = 0 1412 GOSUB 7000 1418 REM ---- 1420 GT(X,LI)=FV 1425 IF KP = 0 THEN GOTO 2000 1430 REM CHECK ALL - VERTICAL - HORIZONTAL ETC 1431 TS = 0 1432 FOR Q=0 TO 3 1433 VX = 0 1434 REM TS=0 1435 VY = -1 1436 GOSUB 7000 1438 IF Q=3 THEN VY = 0 1439 IF Q=3 THEN VX = -1 1440 CO = 0 1441 IF Q=1 THEN VX = -1 1442 IF Q=2 THEN VX = 1 1443 SX = X 1444 SY = LI 1445 SX = SX + VX 1446 SY = SY + VY 1447 CO = CO + 1 1460 IF SX<0 THEN GOTO 1500 1461 IF SY<0 THEN GOTO 1500 1462 IF SX>10 THEN GOTO 1500 1470 IF GT(SX,SY)=FV THEN GOTO 1445 1500 REM 1510 REM RE$ = RE$ + "";CO 1511 DX$ = "!" 1512 IF Q=1 THEN DX$ = "!" 1513 IF Q=2 THEN DX$ = "/" 1514 IF Q=3 THEN DX$ = "-" 1520 IF CO>2 THEN TS = TS + (CO*10) 1521 IF MC=2 THEN IF CO>2 THEN RE$(LEN(RE$)+1)= STR$(CO) 1522 IF MC=2 THEN IF CO>2 THEN RE$(LEN(RE$)+1)= DX$:GOTO 1524 1523 IF CO>2 THEN RE$ = RE$ + "" + STR$(CO) + ""+DX$ 1524 REM IF MC<>2 THEN IF CO>2 THEN PRINT CHR$(7); 1600 NEXT Q 2000 X = X + 1 2010 REM 2020 REM 2400 IF X<10 THEN GOTO 1100 2405 SC = SC + TS 2406 IF MC=2 THEN IF TS>0 THEN RE$(LEN(RE$)+1)=STR$(TS):GOTO 2410 2407 IF TS>0 THEN RE$ = RE$ + " +" + STR$(TS) 2410 IF RE$<>"" THEN PRINT RE$; 2500 PRINT " " 2510 LI = LI + 1 2520 IF LI>49 THEN GOTO 7050 2600 REM 3900 GOTO 1000 4000 END 5000 REM CLS 5010 FOR T=0 TO 40 5020 PRINT " " 5030 NEXT T 5040 RETURN 6000 REM GET NEXT CHAR 6001 C = RND(4) 6002 IF C=0 THEN GOTO 6007 6003 IF C=1 THEN GOTO 6007 6004 IF C=2 THEN GOTO 6007 6005 IF C=3 THEN GOTO 6007 6006 C = INT(RND(1)*4) 6007 REM C64 ETC 6020 CH$ = "#" 6030 IF C=1 THEN CH$ = "X" 6040 IF C=2 THEN CH$ = "O" 6050 IF C=3 THEN CH$ = "." 6060 RETURN 7000 REM GET FIELD VALUE FROM CH$ 7009 FV = 0 7010 IF CH$="X" THEN FV = 1 7020 IF CH$="O" THEN FV = 2 7030 IF CH$="." THEN FV = 3 7040 RETURN 7050 PRINT " " 7055 PRINT "END OF THE GAME" 7060 IF SC<HC THEN GOTO 7065 7061 PRINT "" 7062 PRINT "NEW HIGHSCORE! ";SC 7063 HC=SC 7065 PRINT " " 7070 PRINT "ANOTHER TRY? Y | N" 7080 INPUT N$ 7090 IF N$="Y" THEN GOTO 500
  2. Just wondering - the technology used for Adventure was simple enough that just about any 8-bit home computer or newer should be capable of emulating it. I'm wondering if anyone has done it in BASIC (maybe compiled, or with some minor ML routines, or using some BASIC expansion library, for more speed etc.) ? It would be cool to have such a code base to work with, making it easy to modify and create custom adventures...
  3. Season 2, Round 6 of the Astrocade High Score Club will last about two weeks. This round ends on Sunday, June 18'th Tuesday, June 20 at 10pm MST. The main game is Ms. Candyman. The BASIC bonus game is The Mummy's Treasure. Ms. Candyman Ms. Candyman is a 4K cartridge released by L&M Software in 1983. It was programmed by Andy Guevara. Ms. Candyman is the sequel to Candy Man, which was released on tape. This is the description of the game from an advertisement: "Real arcade action with joysticks, 1 or 2 players and 3 levels of difficulty. More than 20 screens, each faster than the one before. Full screen display in exquisite detail. Ms. Candyman must pick up all of the lifesavers as quickly as possible while avoiding contact with the Ghosts & Goblins. During the first half of a screen the Ghosts or Goblins will try to catch you. During the 2nd half of a screen the Ghosts or Goblins will take up protective positions to keep you away from the life savers. Each contact costs Ms. Candyman one life and she will nose-dive head first off the bottom of the play field. A wrecker or ambulance will carry her off." The full instructions for Ms. Candyman can be read here: http://www.ballyalley.com/cart_manuals/pdf_manuals/ms.%20candyman%20(instructions)(a1)(grayscale)(300%20dpi).pdf I have OCRed the complete instructions for the game: The game starts with 3 lives. Use joysticks to control the Ms. Candyman left, right, up and down (no diagonals). Pressing any key in the left-hand row will allow you to take an intermission. To resume play, press again. You must eat the "life savers" (99 calorie points each) as quickly as possible while avoiding contact with the Ghosts & Goblins. During the first half of the screen, the Ghosts or Goblins will try to catch you. At this time you must be evasive. During the 2nd half of a screen, the Ghosts or Goblins will take up protective positions to keep you away from the life savers. Each contact costs Ms. Candyman one life and she will nose-dive head first off the bottom of the play-field. A wrecker or ambulance will carry her off. If one or more lives remain she will take up her normal starting position at the top, then the game resumes. Periodically you become eligible for a bonus life and a chance to earn extra score. This happens every two screens as you finish clearing the screen you are on. The screen will turn blue and sound will intensify. This is your chance to get those pesky Ghosts. Move quickly to run over as many as possible in the allotted time. Each Ghost is worth 990 extra calorie points. No life savers can be eaten during the blue bonus round. For each screen that is cleared a new one will appear and the game speed will increase. Periodically the Goblin that has been jumping up and down in the cage will be let loose to help the Ghosts. On difficulty #1 this is every 2 screens and on difficulties #2 & #3 this is every screen. This continues until a total of 6 animated characters are on the screen trying to catch you and protect the life savers. At this point, additional screens will continue with added playing speed only. On difficulties #2 and #3, this is where the radar screen appears. The last 2 Goblins will begin to disappear and re-appear with a pop periodically on difficulty #2 and at random on difficulty #3 (no pop). Play will continue until you have zero lives left. When this occurs, the screen will flash different colors and the sounds will change rapidly. For a replay, squeeze trigger #1. You may bypass the music by squeezing trigger #1. Playing Tips Start by getting as many of the unprotected life savers as possible, quickly. Then watch carefully the positions of your opponents and try to stay at least one jump away. WAIT until they have made a move, then quickly run right past them, grabbing a life saver. Be especially aware of the first two ghosts, as they move very fast. However, when these first two move on top of each other they will disappear (only for a moment until one of them moves off). At this instant you may move Ms. Candyman right across the square they have disappeared on. When the radar screen comes on you can watch the last two goblins. When they disappear from the playfield you can track them on the radar. This gives you a chance to go into the area where they were and grab the life savers. Watch the radar and don't be there when they reappear a moment later. The Ms. Candyman cartridge ROM image (called "mscandy.bin") is part of this archive: http://www.ballyalley.com/emulation/cart_images/cart_images.html#AstrocadeROMCollection Ms. Candyman Review The Game Player, #13 - Arcadian 6, no. 1 (Nov. 29, 1983): 6-7. By Michael Prosise Hoping to capitalize on the huge success of their cassette tape Candy Man (see Arcadian Vol. 5, #3), L&M has released its very first cartridge, Ms. Candyman. From all indications, it appears that this debut cartridge is going to be quite popular, for the graphics, sound effects and game-play are of exceptional quality. The cartridge, once inserted into the computer and reset, will begin immediately. A complete, 25-second rendition of the tune "Good Ship Lollipop" plays while the title screen unfolds, featuring some very attractive artwork that illustrates the game's title, two giant red and white candy canes tied together with a decorative bow, and the game's authors. At this point, the candy canes will disappear, and on the screen will come the request to select one or two players via the joystick. The players may then choose from three skill levels: Normal, Abnormal or Insane. They will each receive three "lives," with a bonus life awarded every two screens. The playing field will instantly appear. Unlike the Candy Man tape, which was restricted to a two-color screen due to the computer's limitations, the variety of colors in the Ms. Candyman cartridge is one of the finest we have seen in any cartridge. There are many, and they are brilliant. It appears that the designers, L&M and Bit Fiddlers, have successfully utilized screen resolution to its fullest. For example, the character Ms. Candyman is yellow, with a lavender ribbon in her hair, red lips and two blue eyes. (Colors may vary from T.V. to T.V.). The ghosts and goblins are also multi-colored, as is the playing field. Perhaps most impressive of all, however, is the fact that there can be up to seven multicolored, moving characters on the screen at one time! They wave their arms, smile, jump up and down, kick their feet and turn their heads, too! The animation and detail are so well done that they almost look like real cartoon characters on your television. As for the game itself, you, the player, will have your Ms. Candyman positioned at the top-center of the screen. The playfield is essentially the same as the one in Candy Man, but it looks so much better. Your goal is to eat all the Lifesavers on the screen, worth 99 "calorie" points each, while trying to avoid the ghosts and goblins, who want to eat you. During the first half of the level, they will be after you. But during the second half, they will be guarding the last Lifesavers closely. All Lifesavers must be devoured before a new screen appears. If a ghost or goblin nabs Ms. C, she will plummet head-first to the bottom of the screen, where an orange tow truck will drive up and take her away. Sometimes she will get hurt, in which case a Red Cross ambulance, complete with siren, will pull up and transport her off the screen. On screens one and two, it's you against two ghosts. In three and four, a goblin is added. This continues until a total of six of these creatures are on the screen with you. Believe me, it gets crowded, as we found out by the time we made it to the 11th screen, losing at this point with a score of 111,177. The number of ghosts and goblins in Skill Levels 2 and 3 are the same, except that they are added to the game sooner. The level of difficulty increases slightly with each new screen, as does the speed of play-action. After every two screens will come the "blue" screen, during which the player has a brief allotment of time to eat ghosts, earning 990 points for each ghost devoured. An additional life is also awarded at this point. We were able to devour 13 ghosts during one particular blue screen. At the base of the T.V. screen are displayed your number of lives, the score and a cage, in which one can see the goblin who is next to appear on the playfield. He just sort of waits there, jumping up and down anxiously and waving his arms wildly. This cage also doubles as a "radar" screen, for on the higher levels of play, some ghosts may disappear briefly. You can spot their relative positions on the "radar" screen. Overall, Ms. Candyman is an exceptional game, both in uniqueness and game play. We are enjoying it very much. One other nice fact concerning this cartridge is that it is priced at a reasonable $29.95, even though it is better than several of the other new cartridges that cost more. Ms. Candyman (Options): There aren't many options for this game, just make sure to play on normal level of difficulty. Ms. Candyman (Scoring): Up to ten points are awarded for playing Ms. Candyman. For available bonus points, see "Bonus Points" section below. The Mummy's Treasure The BASIC bonus game is The Mummy's Treasure, by L&M Software. This BASIC game was released on tape for Bally BASIC in 1980 and on tape for "AstroBASIC" in 1981. Here is a link to a pdf instructions for The Mummy's Treasure and Exitor's Revenge (which appeared on the same tape): http://www.ballyalley.com/tape_manuals/l-m/pdf%20-%20color/The%20Mummy's%20Treasure%20and%20Exitor's%20Revenge%20(instructions)(color)(300%20dpi).pdf The new Mummy's Treasure can now be played by 1 to 4 players, each using his or her own hand control. As usual, the mummy is roaming about the castle's three floors looking for intruders. If you or any of your friends are caught in the same room with the mummy, that ends the game for that player, but for the rest of you the game will continue until all players have been captured or someone finds the treasure. Sound easy?? We shall see... The treasure is somewhere in the dungeon, which is the bottom floor. To get there you must either find a secret passage to the cellar (which is the second floor), then find a secret passage from there to the dungeon. Or if you are lucky, you will find a secret passage which will take you from the main floor (first floor), straight to the dungeon. But if you aren't that lucky, you may find a room which has the capability to transport you one or two levels up. The player whose turn it is can select the room he wishes to check by pushing or pulling his knob control until the desired room number appears. At this point, he should squeeze his trigger until he hears the tone. The computer will tell him what is in that room. After he has made a mental note of that information, he then squeezes his trigger again and the turn will move to the next player. Remember: There are three levels, with 60 rooms on each level, a total of 180 rooms. The treasure, the secret passages, and the vacuum force rooms all change location with each new game.[/url] Keep track of what was in all the rooms entered, this will come in very handy during the game.[/url] The treasure is somewhere in the dungeon (bottom floor), Just getting there, let alone finding the treasure is hard.[/url] Hmm... four to one: the mummy hasn't a chance... or has he? You can download the "AstroBASIC" version of The Mummy's Treasure here: http://www.ballyalley.com/program_downloads/2000_baud_programs/l&m_software/l&m_software.html#MummysTreasureTheLandMSoftwareAB Bonus Points There are eight bonus points available this round for both games. One point can be earned for any of the extras: that's a lot of points up for grabs! Three high scores for each of the three selectable skill levels for Ms. Candyman were reported in the "Scoreboard" for The Game Player #19. This was published in Arcadian 6, no. 8 (Jun. 30, 1984): 77. If anyone can beat these scores, which might prove difficult, then you'll earn a bonus point. Ms. Candyman - Video Review - There is no quality video of Ms. Candyman on YouTube. Anyone who makes a video review of this game will get a bonus point. Ms. Candyman - Two Player Game - Both players will earn a bonus point for playing a two-player game. Ms. Candyman - Skill 1 New High Score - Beat Craig Conner's Skill 1 score of 265,122. Ms. Candyman - Skill 2 New High Score - Beat Fred Rodney's Skill 2 score of 181,170. Ms. Candyman - Skill 3 New High Score - Beat Craig Conner's Skill 3 score of 61,578. The Mummy's Treasure - Playing the bonus game. The Mummy's Treasure - Finding the Mummy's treasure. The Mummy's Treasure - Video Review - Anyone who makes a video review of The Mummy's Treasure will get a bonus point. In the above list, I presumed that we can find the Mummy's treasure. If I'm wrong about that, then maybe we can come up with another way to earn a bonus point for the bonus game. Summary Ms. Candyman is a pretty fun game; I like it! I'm especially fond of it because it's a sequel and it's a third-party game cartridge, both of which are extremely rare for the Astrocade system. While it's title may conjure up images and comparisons to Pac-Man and Ms. Pac-Man, the game is quite different from these other maze gobbler-the-dots games. I have no experience with The Mummy's Treasure, but from what I've seen of it before now, it looks like a very traditional 1970s/early 1980s BASIC game. It may not be to our modern tastes, but sometimes it's worth dipping our toes into vintage games so that we can appreciate what we have available to us now. Post your scores as you play these two games over the next couple of weeks. If anyone finds any helpful tips while playing Ms. Candyman, then please share them. Enjoy this round's two games! Adam
  4. AtariMania has a number of incomplete pages up for SoftSide software, so here's a little start at remedying that. I'll add to the thread over time. Barricade / Super Barricade by Paul Johnson from September 1980 http://www.atarimania.com/game-atari-400-800-xl-xe-super-barricade_5151.html http://www.atarimania.com/game-atari-400-800-xl-xe-barricade_20031.html superbar.bas Both these entries are for the same game, the name is abbreviated in the table of contents probably in error. Two-player snake game using joysticks. State and Capitals by David Bohlke from December 1980 http://www.atarimania.com/game-atari-400-800-xl-xe-states-and-capitals_20034.html states.bas One player game using paddles, later sold commercially modified for joystick usage. Space Dodge by Rich Bouchand from December 1980 http://www.atarimania.com/game-atari-400-800-xl-xe-space-dodge_20033.html spdodge.bas One player avoid crashing game with joysticks.
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