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I've tried this app called Video Game Price Charts. Has anyone else tried this? Is it accurate?
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The BAHA SOFTWARE group (a brand for collaborative efforts of BAKTRA Software and HardCore) from the Czech Republic presents its second game for Atari 8-bit computers named TRAIN. Train is a port of the Vlak game for IBM PCs from 1993 created by Miroslav Němeček. The Game You are a cargo train driver and your mission is to collect and load all items on the screen. For every item loaded, the train is elongated by one car. During the run, you must not collide with any obstacles or with the cars of your own train. When you load all items, a gate opens and you can proceed to the next screen. To win the game, you must finish all 50 screens. You also play for a high score. You begin the game with three lives. For each item collected and loaded, you are given 10 points. If you finish a screen, you are awarded 200 points for each remaining life. If you lose a life, 300 points is deducted from your score (a payment for the lost cargo). You get a new life for each 5000 points. The game ends when you lose all lives. A new game can begin from any screen you have already reached. System Requirements Atari 8-bit computer with 48 KB of RAM, one joystick.The stereo upgrade is supported, but not required. The game is NTSC tolerant. Credits HardCore: Idea, music, most graphics, screens Baktra: Code, sound effects, some graphics Utilized Hardware Comparison Vlak: 8086 (4.77 MHz, 1979), VGA (320x200x256, 1987), IBM PC Sound System (1981) Train: 6502B (1.77 MHz, 1978), ANITC+CTIA (1979), 2 x POKEY (1979) Screenshots Vlak (PC, MS-DOS, 1993): Train (Atari 8-bit, 2018): Download Train Download from the BAHA SOFTWARE's website (Czech): http://baha.webowna.cz/ Download Vlak The original game (run in DOSBox): http://www.retrogames.cz/play_487-DOS.php?language=EN
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I am pleased to announce start of development for a new action RPG: Game name: Shadow Kingdom Credits: Game design: @phoboz Graphics: KarlisZabers Music & SFX: @Eternal-Krauser Story: @Arcadia
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Le Rubis Sacre (by Ivan Hary) A Dungeon-style adventure developed by Ivan Hary in 1984. The Cassette Version of the game requires Extended BASIC. The original game does not include a paper instruction manual but only the one loadable from cassette in French. The TI-99 Italian User Club with the help of TMOP and the 99er Gianfranco Gunnella, helped in traslate from french to Italian and Italian to English. So now an Instructions Game Manual is included in both of the languages. In addition, the good TMOP, translated and compiled the french game also. You can play the game in French, English or Italian This is a strategic dungeon adventure game. The wizard of the cursed prison has stolen the sacred ruby that ensures balance in the world of Oz and must be recovered. (screenshots of the standard french version) Because the game also missed for the cassette cover and and no needed for a Cart Label, we also created these ones ? here you can follow the official page of the game where you can find the downloads, the play-on-line button and much more: https://www.ti99iuc.it/web/index.php?pageid=database_cerca&archivioid=1007 to download the compiled version manual downloads are at the bottom of the linked page but these are the direct links: - Multilanguage TMOP COMPILED 2022 VERSION (BIN,RPK); - Docs and CoverArts Scan Pages; Have Fun!
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I am thinking of selling this New In Box factory sealed SPY vs SPY Volumes I & II New, unopened but damaged box (minor crush damage with bulges on the bottom and left sides but otherwise looks in great condition). I am trying to determine what this is worth. Please PM me with ideas of worth and/or offers. Thanks
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My new game for the Aquarius will be out soon as a digital download and as a physical cassette via Cronosoft. DOOMSDAY DEFENDER . Your city has been invaded by giant alien motherships, which are launching alien fighters that are attacking your city! You must stop your city from being destroyed! Shoot the alien fighters before they destroy too much of your city. Avoid being shot by alien fire, and don't crash in to the alien fighters. Shoot the fighters, and if they leave behind a © token, then shoot that to extinguish some of the city fires. You gain points and energy for every fighter you shoot, but lose energy for every city fire. Watch out though, as the fighters have shields! If they turn yellow, your shot will be useless. If too much of your city is in flames, then your game is over. Changing the difficulty setting from NORMAL to HARD will change the city scape to the White House. The rules are the same, but this level is much harder to master! Look out for my other Aquarius games, both Aquariworm and Bomb Catcher 2 are available as downloads and as physical cassette releases!
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Hi there, in todays Zoom-Call we talked a little about TI BASIC games .. I just preserved one from an old tape, dated early 1984. I played "Fort Apocalypse" with friends on their Commodore 64 and tried something similar - without scrolling - in TI BASIC. You have to fly your helicopter with the joystick 1 and rescue all 8 people before destroying the reactor. There a cannons shooting, laser-beams and moving walls to watch out for. Keep an eye on your fuel, you may refuel at the starting point by flying into the "F". You can pause the game using the 1 key. Shortly after finishing this game I got my Extended BASIC, so this was actually my last and I think my best TI BASIC game, not published before. RESCUER I hope you'll enjoy it. @pixelpedant : As promised, perhaps it makes it to your list ..
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Original release: restc.bin Instructions: restless.ii.instructions.onepage.pdf Request. Aliens have colors: rest.color.c.bin Request. Stars in the background take a break. rest.ciro.c.bin - - - - - Below is an early XB game, also now known as "Restless I". Thread goes ahead and develops "Restless II", a game written in Assembly and released as a binary for cartridge. Move your ship left and right using the joystick. Shoot by pushing joystick up. 100 CALL CLEAR::CALL SCREEN(2)::CALL MAGNIFY(3) 110 CALL CHAR(64,"01010103070F001B376FDF00D47F1F03808080C0A0D000B8B4DADD0055FEF8C") 120 CALL CHAR(68,"0043AF19193F3F78073B72637339100001C2F42828F4F43AE0DCCEC6CE9C08") 130 CALL CHAR(72,"0103030301010101010100010100000180C0C0C08080800080808080008") 140 CALL CHAR(76,"000000107C3828000703117D39280000000020F8701040E0FCF8F0B01") 150 CALL COLOR(6,5,1)::FOR X=1 TO 20::CALL HCHAR(X,RND*32,76)::NEXT X 160 CALL SPRITE(#1,64,16,170,96,#2,68,16,10,96,2,0,#3,72,10,200,256) 170 CALL JOYST(1,X,Y)::IF X THEN CALL MOTION(#1,0,X*4) 180 IF Y=0 THEN IF RND>.8 THEN CALL MOTION(#2,1,RND*32-16) 190 IF Y THEN CALL POSITION(#1,Y,X)::CALL SPRITE(#3,72,10,154,X,-16,0) 200 CALL POSITION(#3,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3) 210 CALL POSITION(#2,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3)::Y=1::GOTO 230 220 CALL COINC(ALL,X)::IF X=0 THEN 170 ELSE Y=2 230 CALL MOTION(#1,0,0,#2,0,0,#3,0,0)::FOR X=3 TO 16::CALL COLOR(#Y,X)::CALL SOUND(-300,-6,(X*2)-6)::NEXT X 240 CALL PATTERN(#Y,76)::FOR X=3 TO 16 STEP .2::CALL COLOR(#Y,X)::NEXT X::GOTO 160
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Cross-posting the new 2021 production Vectrex Mail Plane and Light Pen release announcement by Sean Kelly. "NOW AVAILABLE - MAIL PLANE! I've been working on this project for several months and finally debuted it at Midwest Gaming Classic in Milwaukee this past weekend. Mail Plane is available in two different packages - Standard and Deluxe. The Standard Edition comes complete with a box, insert and full instruction manual. The Deluxe Edition comes complete with a box, insert, full instruction manual, a perfect replica of the original Light Pen, a replica Light Pen instruction sheet and a limited edition Mail Plane pilot's wings pin. Everything in the Deluxe Edition fits nicely back into the standard-sized Mail Plane box. The Light Pen was made from a custom mold and is the exact size and shape as the original. I also had a cable molded to the exact specifications of the GCE Light Pen cable. The pen housing is hot stamped with the Vectrex and Light Pen logos in silver ink. I intentionally omitted the "TM" after the Vectrex logo as a way of differentiating this pen from the original. Honestly, other than that is near impossible to tell the difference. In addition to the two boxed versions, I also have loose cartridges of Mail Plane and loose Light Pens available. Everything can be found on my website at http://www.vectrexmulti.com/! "
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Announcing the release of Ultima IV Remastered 1.2.1 for Apple II This release is by Sean Gugler, continued directly from version 2.2.1 for Commodore 64 by MagerValp and Genesis Project, back-ported for the first time to Apple II. Notable new features: Numerous crash fixes Gender-neutral option for character creation Ctrl+V turns music on and off during play Skull artifact behaves sensibly in combat Reward for skull quest fixed Animation and naming improvments for non-creature NPCs in combat Teleporting with trainer preserves your horses and ships Complete reconstructed disassembly and documentation, including music and graphic routines Notable features ported from MagerValp's 2015 edition: Many dialogue bugs have been fixed Trainer menu for cheat options: unlimited resources and spells, idle without pass, steer balloon, teleport Select active character in combat with 1-8, 0 returns to party mode You can quit and save in dungeons Prompt to confirm before leaving the borders of a towne, castle, or village All shrine hints now accessible by meditating for different cycles Hythloth dungeon rooms on level 6 are now accessible See the complete list of changes with detailed explanations at: https://github.com/sean-gugler/u4remasteredA2/wiki/Technical_Details Download and read my development tale at: https://github.com/sean-gugler/u4remasteredA2/wiki
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Announcing the release of Ultima IV Remastered 2.4.0 for Commodore 64 This release is by Sean Gugler, continued directly from version 2.2.1 by MagerValp and Genesis Project. Notable new changes: More crash fixes Gender-neutral option for character creation Option to play with original graphics or enhanced graphics Ctrl+V turns sound effects on and off during play Skull artifact behaves sensibly in combat Reward for skull quest is fixed Animation and naming improvements for non-creature NPCs in combat Teleporting with trainer preserves your horses and ships More source code disassembly and documentation See the complete list of changes at: https://github.com/sean-gugler/u4remastered/blob/master/Changelog.txt Download and read my development tale at: https://github.com/sean-gugler/u4remastered/wiki
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I release a new homebrew for the Atari Jaguar today, the game is called SpideX. It was originally released in 2019 for the Vectrex, however, I have re-worked all the graphics (now featuring raster graphics) The new game now also has a 2 player mode, and music by Rimsky-Korsakov, and Khachaturian. It can be ordered here: http://tjocktv.se/product/spidex-atari-jaguar/ Enjoy
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SupeReversion This is a Reversi game I got from some magazine a while back. It's probably one of the best looking Reversi games on any 8-bit computer with it's 3-D style board. I made some modifications such as changed how the pointer works, displays in several random colors, boots from Altirra disk and improved the game play a bit. To play press Option or Select to change player then Start key to start. There is a flashing square you move in 4 directions to the spot where you want to place your piece using the joystick. Press the joystick button to set then piece down. You can play human v. computer, human v. human and even computer v. computer. Enjoy SuperReverse-ALT.atr
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Here is the Star Trek game I posted in the very 1st post of this project blog. There it was a completion of several of the games I had posted as a kid to the TI99IUG. But it's such a neat little game I decided to make it it's own post. It's a real snap shot of the BASIC/XB program that was done back in the 80s. I made some minor updates but it's still essentially the same. It's a TI-BASIC program that was converted to TIXB. Some cleaver graphics and sound. Instructions included in the program. It self starts in XB. TREKXB.dsk
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As many of you know, game coder Gorgh, from Agenda group, released not long ago his latest game „Literally”. There is not much information about its physical copy release on AA, so I would like to share it with you guys, and show what we are dealing with here. Game was published by Retronics this year and is 5th new game released from this company (along with Laura, Laura New Adventures, Come in 07 and Adam Is Me). „Literally” is literally (sic!) a motor racing game (similar to Speed King, although much better at the graphics and musics point of view, and it is much more playable title). As we find out from the description on the box: „In this game, taking place in Eighties, you play as Mark, a biker and an owner of a Polish-made WSK 125 motorcycle, as he crosses continents and, in various countries and weather conditions, races other motorcyclists. You can ride up to sixteen different tracks and compete with enemies from various countries. You must also dodge obstacles on the road, which could cause you to crash. In every stage, you must be the fastest to win and thus unlock the next racetrack.” „Literally” boxed edition comes in big glossy box, and contains: Cartridge with game and label. Colour game manual made from nice glossy paper. Motorcycle model (that can be chosen by order). The game is completely in English, also the manual and the description on box. Game works on NTSC machines, and need Atari XL/XE computer with 64KB of memory. The game was also presented on the Polish channel „Gramy na Gazie” by Larek and Borsuk. https://www.youtube.com/watch?v=AX8pM7B0kRE&t Authors responsible for this production: Kamil „Gorgh” Trzaska – idea, code, graphics Piotr „Piesiu” Radecki – additional graphics Michał „Caruso” Brzezicki – music Makary „Makary” Brauner – music Krzysztof „Kaz” Ziembik – history, manual Finally, let's add that the game retains the Polish spirit. Those more interested will find a bit more about the history of the automotive industry, here in Poland, in the old comunism era. The game is also a kind of tribute to the character of the Pole, Marek Michel, whom the greatest achievements were two trips he made in 1973-1974 on a WSK 125 type M06-B3 motorcycle. One to India and the other around the world. Additionally, the game features a bit of humor, as the names and descriptions of the competitors (different on each route) can make you laugh. One of our opponents will be Georgy (known from the tour to St.Petersburg), who, as we are informed by the game: „Never took part in orgy”. Those interested in physical copy release, can place orders directly at Retronics: orders@retronics.eu. The game is available for $ 49 plus shipping.
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It seems like kind of a dumb question, but I'm looking for a good way to store and display my atari games. I'd probably play them more if I didn't have to dig through boxes to find them. Plus my kids are starting to play atari with me, which is great, and I think they'd be more apt to putting stuff away and taking care of the games better if I weren't just throwing them in a box. I'd love something older, like a case for atari games or something but everything I've seen only holds around ten. Do you guys have any good suggestions? Thanks!
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Wormhole 2000 (home brew) for the ATARI Jaguar: Very soon to be released on cartridge at: http://tjocktv.se/shop/
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Hi everyone, Anyone can help me with this? I wanna use 3 or more sprites in same screen, using the system of flickering, something like in Adventure, I don't know how to create something like a "corroutine" in this, so if anyone can help me, thank u.
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Finally my tiny tribute to Phoenix! Download it in various format from here: https://www.bleepbit.com/2020/12/27/phoenix-tribute-for-ti-99-4a-extended-basic-basic-compiler/ Bye
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Titanium is my first game for the Ti-99/4A written purely in assembly language. The name is a reference to the C64 game Uridium - a favorite of mine - from which I have borrowed many ideas, and, of course, to the TI. The game engine and the graphics on level 1 are based on my half-bitmap mode, vertical scrolling demo. (I would like to do a proper port of Uridium for the TI at some point, but that should be based on a different technique for the scrolling.) The game requires a disk drive, a 32K memory expansion, and a E/A cart or similar to run it. To start the game, insert the disk in any drive and use E/A option 5 to run DSKX.TITANIUM. I have not tried it with a real floppy drive, but I expect it to work. The gameplay is very simple: shoot all the targets, e.g. pyramids, to reach the next level. Avoid the blinking spheres and the enemy ships. Use joystick 1 or S, D, E, X + space to control the ship. P pauses the game. I don't know if it's too easy or too hard - it's difficult to tell when you have tried it so many times. This is the first game I'm aware that’s using the F18A, but only to avoid the sprite duplication issue that exists in the old VDPs (9918A, 9928A) in half-bitmap mode. If an F18A is detected the program uses a standard half-bitmap mode with only one pattern table. If an F18A is not present it uses three pattern tables, but still only one color table. This eliminates the problem on the old hardware, but also lowers the frame rate because it doubles the amount of data that must be sent to the VDP. If you press F on the start page you can manually switch between F18A mode and standard mode. This allows you to see the sprite duplication problem in action on the old hardware, and can also be used to increase performance on MESS where the F18A is not detected (the F18A is detected in Classic99). I'm using Tursi's mod player for the music on the start page. I tried to compose my own music, but it ended up sounding very similar to the Blade Runner, so I decided to use that as my main theme. Within the game I'm using my own, simpler sound player and excerpts from Bach's 'toccata and fugue in d minor' - a reference to Gyruss, which is another favorite of mine. I consider the game in its present stage a beta version. I welcome suggestions for improving the gameplay, but major additions at this point are likely to slow down the game. For now I will fix any reported bugs and release the first version, and in a month or two when I regain some energy I may release a version 2. More levels/maps could easily be added without affecting performance. I include the full source code and data files. The maps were created using Magellan, the music using mod2psg2. Thank you to everyone who has helped me on this project. It has been very interesting and a great learning experience, and I think it demonstrates that there's still some potential left in the old TI. [Edit 14 Aug 2013] Added version 1.0 attachment. Titanium_1.0.zip. An XB loader is now included, and the E/A 5 file is called TITA. 64K bank switched (379) ROM image: Titanium3.zip
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I'm a huge gba fan, it's easily my favorite system, but I've never gathered the collection up for pictures until now. I went with thumbnails over full size pics but most blow up quite large. First up is my AGS-101 Kiosk which sits on my phone stand. It's got Mario Tennis in it. I've been meaning to get more insert/demo combinations, but that hasn't happened yet. Next up is my wireless dueling set in a waterproof case. In there are two charging cables, a double charger, two flash carts, two wireless links and two custom re-cased two-tone AGS-101 models. Here are my Game Boy Micros and related accessories. The two 'budget pack' micro systems are both still sealed. Here are my other two GBA SP units. The black one is a 001 and the pink is yet another 101. With them are my flash carts. Somewhere around here I also have an FA128 and a parallel linker, but they went AWOL for the photo shoot. Here are my oldschool gbas. The white one is Afterburner modified. With them are some odd accessories. The two that are more rare are the 'GBA transverter' which attaches to the back and outputs a TV signal, and the 'Game Wallet' which loads flash carts from smartmedia through the link port. Both were used in an attempt at making a larger handheld with a tv out and joystick port (pre-gamecube gameboy player). I never made it a case, but it worked well and was sure fun to play: Here are my unlicensed games. 3 are sealed, which is odd for unlicensed games since most didn't come that way. The second pic is a close up of the pirates (which have neat labels), the third pic is hacks/homebrew. The kirby game is just a packaged up NES emulator that plays the first kirby game, and Blast Arena Advance is my only scratchbuilt homebrew cart (and it's awesome). Above are my standard commercial games--the games on the left are factory sealed. Of the sealed ones, I expect pocket professor and mazes of fate to become quite rare. Of the unsealed, Payback and Racing Gears Advance might increase in demand. I can't really imagine ever parting with any of them, though. And last but certainly not least, is my personal Game Boy Advance 'Holy Grail.' A NIB Visteon Dockable Entertainment Center with install kit. For those who have forgotten, this was a 10" portable dvd player which also played GBA games and came with a car dock.
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Has there been any examples of an Atari ST game on a rom cartridge? Currently exploring the possibility of an ST home-brew game but rather than floppy disk doing a limited run on an ST cart. I presume bank switching could be used to overcome the rather limited cartridge capacity? thanks Barnie
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Lynx Quest - preview credits: New Generation code: Solo, Laoo music: Miker graphics: Tiger, Alcopop, FinalBossBlues Here some information about our new production - a brand new action-adventure game for Atari Lynx. The game was created for 30th Lynx Competition by AtariGamer. We already submitted a small preview version - but please dont mind it. It doesnt have proper gameplay loop (will be avaiabler in a week) nor levels, enemy shoting, AI. Almost all is done but we couldnt provide it for the first deadline (because the game was crashing; it is solved already). Please wait for next week:). Current status is: - 90% of the code is done - 100% of the music is done (about 10 songs) - 80% of the graphic is done Instructions for the rought sneak peak: Killing few monsters "brutally" move (resets) you to the next level then killlling some more to move to the boss (without boss AI). After the boss you can see mystical cave, when you will get blessing for some passive skills/upgrades. In the mystical cave (with a statue) you can press "B" button to go back to the map. Proper gameplay loop will be of course different (proper; ) and all will be self-explanatory. A player will have upgrades (better bows, arrows, critical, hp - clasic stuff) and will adventure throu 4 different themes (plains, cementery, hills and winter). Lets say typical top-down shooter action rpg game. The game is written in 6502 assembler. The engine is capable to process about 64 objects (enemies, shots etc) with all collisions (tile and hitboxes axis-bounded). Tiles has 2 layers (also with flyer status) and can show animated elements. All run at 30 FPS. Levels are semi-randomized: - 24 layouts for every small level and fully randomized small tiles like grass or similar - abuot 384 level layouts in total for more replayability Tools we used: - LNGS (our devground that makes all the magic - compiles, links, manage assets, makes cart and have core API routines) It was written by Laoo (took him 2 months, still in alpha stage) for our Lynx journey. Its helpsd a lot to develop stuff for Atari Lynx. - Mad Assembler - WUSDN - Chipper - Handy Music player (we adapted it to our LNGS system) In the final version of the game there should be: - 4 different worlds - 4 bosses - chests with loot - score system - finished UI - full map logic - proper level transitions (self explanatory, story will tell more about it) - dozen of different enemies - postprocess effects - proper gameplay loop;) Screenshots:
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Thanks to the hard work of Anthony Beauchamp of 8-bit Unity, the version of 8-bit Slicks now has a #FujiNet version for the #Atari8bit! It works very well, and provides solid data on what we can do to make arcade games work better over FujiNet.
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#Atari8bit @Savetz has ported Adventure Intl's 3D-Tic-Tac-Toe to #FujiNet! It is on atari-apps.irata.online in the Games folder.