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Chuckle_The_Doll_v1.0 (1).a26Im calling the game "Chuckle the killer doll" (Keep in mind this is a WIP and may apear more flickery because of the videos frame rate). You play as Chuckles the killer doll and must throw knives at the running people to earn points, watch out for the obstacles being thrown at you by the people. There is no way of winning at the moment you just see how many points you can get without getting hit and losing. the crowd of people will get smaller each time they're hit but more will come depending on how many points you have. Gameplay: Chuckle_The_Doll_v1.0 (1).a26
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This is Rob: This is Banks: Together they are... Rob 'n' Banks So, here we go again. I've been talking about another port I wanted to do and this is it. If you haven't already figured it out, it's time to bring Lock 'n' Chase to the Atari 5200. So, here's a list of questions you may have and my answers to them. 1. Is this a port of the arcade game, or the Intellivision game? It's a port of the arcade game, but the Intellivision game will be a useful reference for how to approach certain things. One problem with this game, and many other arcade games from this era is that the arcade game used a vertically oriented screen. The Intellivision port actually cut down on the vertical size of the screen, chopping out an entire "row." I want to get the entire maze on the screen, and I've just barely managed to do that. This takes up the entire vertical space, so I'm going to need to get creative with how I place the other stuff on the screen. I've seen some Intellivision games that run the score vertically down the right side, and I'll probably do something like that. 2. I see you have two characters there. Will there be a 2 player mode? At a minimum the traditional alternating two-player mode will be there. I really want to try to pull off a two player simultaneous mode, and I think I can do it. Time will tell, though. There's a chance this plan will need to be scrapped. 3. What about the little car? I don't care what I have do, what features I need to cut, this little car is going in the game. I won't be able to use it like the arcade game does since I don't have the vertical space, but I'll think of something. 4. Is this a side project like Intellidiscs was? Yep. My PC game is still my "day job" and this is a fun diversion for the weekends. Expect things to progress the same way Intellidiscs did. 5. How do we engage with you, yell at you, and just generally give you grief about this project? I'll be updating this thread roughly every week with my progress, just like Intellidiscs, so you can yell at me here. I also plan to stream live development sessions on my Twitch channel from time to time, typically on Saturday or Sunday mornings. I'm also usually in the AtariAge discord #homebrew-chat channel so you can bother me there. Between the Intellidiscs release and getting this maze built I'm probably done for this weekend, so regular updates should start next week.
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[WIP] Old Filmstrip of a CRT Simulator I for the 2600
Fort Apocalypse posted a topic in batari Basic
Use both joysticks to control environment. old_filmstrip_of_a_crt_simulator_i_0.6.bas.bin old_filmstrip_of_a_crt_simulator_i_0.6.bas -
Story (work-in-progress): There was a mix-up because the bartender from Chickentails and Dreams looked just like the pilot Mavarek, so the local brewery accidentally hired an ace F18 pilot to deliver root beer. This turned out to work really well, so they renamed the company Topgunn Root Beer. It's a holiday in your country, and all the trains decided to shutdown. But, due to new import restrictions, your root beer has become wildly popular, and everyone wants it right away. Can you deliver everyone's root beer? topgunn_root_beer_delivery_0.5.bas.bin topgunn_root_beer_delivery_0.5.bas
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Can't get enough telekinetic pachinko? I couldn't, so I threw this together. To play: Press the button on each joystick controller to pick up and drop a chip. Use the joystick to simulate telekinesis influence the movement of each chip as it falls. Try to aim for a particular slot; for example, aim for slot 3. You may be able to move the chip in and out of the game. You can hold the chip in the air over the pins if you like, until you get tired. telekinetic-pachinko_0.2.bas.bin telekinetic-pachinko_0.2.bas
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I'm releasing the second all original homebrew double ender Game Panic 3 / BLT Blast at CORGS 2022 https://www.corgscon.com/ BLT Blast is a very tiny shooter where you get taller each time you increase the score bonus. ROM is here: https://theloon.itch.io/blt-blast Game Panic 3 is a Game & Watch / LCD game-esque rush to collect carts and mystery boxes shown on ZeroPage Homebrew: Some double enders are shades of grey or grey and yellow. Price is $55 and come with: * Developer autographed two page manual * Game Panic 3 / BLT Blast sticker * Universal game case with custom support insert
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(Story and game are works-in-progress. Please let me know if you have any suggestions or ideas!) Story: After escaping the Abyssmal, the servant of Monthra and the cheetah are dropped from the external depository chute on floor 47 of the Monthra R&D building into the generated river below, littered with fake electrifying logs. ...(hoping to add more) monthra_ii_0.1.bas monthra_ii_0.1.bas.bin
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Hey there! Came back from CORGS 2022 with a few Game Panic 3 / BLT Blast double enders left. Can catch them on Etsy https://www.etsy.com/shop/Gemintronic $55 includes autographed manual, cart, sticker and universal game case with custom insert. BLT Blast is a tiny shooter where your flying bacon gets bigger every time the score bonus goes up. ROM here: https://theloon.itch.io/blt-blast Game Panic 3 is a Game & Watch / LCD-esque single screen sequel where you must collect carts and avoid baddies ZeroPage Homebrew showcased it here:
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Hey if anyone has an extra or is looking to get rid of a copy please let me know! Thanks!
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Note: This is the first part of a four game series about a future tech giant called Monthra. It started as this example attempt at maze-generating code, which was rudimentary, but fast enough I thought I could make a game about re-generating the maze mid-game. Game story: You're a servant of Monthra and the year is 3636 AD. Nareening down the fallway in your I, you spy a blue light coming from under a newly-generated door in the wall. Curious, you open the door and find a box with a stick and a button on it, glowing blue. You press the button and immediately are surrounded by a maze. You press the button again and the maze changes and a cheetah suddenly appears licking a lollipop. The cheetah welcomes you to the Abyssmal. Relevant History: In 3600 AD, Monthra created the Monthra Allusian Zenophasic Elusidoor (or M.A.Z.E. for short)- a device that could spawn new universes very similar to our own and allow the user to travel to them. Shortly after the final prototype was being tested, an unexpected surge thrust the Monthra facility containing the prototype into a myriad of dimensional hyperspace. It had not been seen since and was forgotten about, until now. How to play: At the title screen, use the select switch on the Monthricon to go into a color selection screen where you can use the joystick. Choose the colors, if you wish, then click fire or reset to start. Move through the Abyssmal to the upper right to proceed to the next level. If you want to change things, press the button. Don't get poked by the lollipop licking cheetah. You must make it to level 47 to stop the M.A.Z.E. and to rescue yourself and the cheetah. The difficulty switches enable sensors that can zap the player. Watch out for cheetah hyperjumps! Every 5th area is special within the Abyssmal. You can't affect it's composition with the Montricon, however, you must use the button in those areas to relieve the Monthricon so that it won't explode. On all other levels, if you take too long to find the exist, the area will disintegrate leaving you and the cheetah in the void of hyperspace. Good luck! You'll need it! monthra_i_1.0.bas monthra_i_1.0.bas.bin
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I've been developing UT2600 (Unreal Tournament for the Atari 2600) on and off for a couple of years now. Other things kept me from finishing the game. It's done, I think... What I really need is a lot of testing. The thing is: this is a 2 player game. If you are willing to help out (and have a friend to join you), I cannot promise to compensate you. But you will be mentioned on the website and in the manual, if UT2600 ever gets a physical release obviously. I will provide you with the latest binary and documentation and any further instructions you may need.
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A non-interactive display of raindrops with music. raindrops_1.0.bas raindrops_1.0.bas.bin
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Time to announce the first Ports Game of the 2022 Harmony Games Tournament which is Ladybug Arcade by Champ Games which came in second place in Best Graphics in the 4th Annual Atari Awards(2021).* *Robotwar 2684 won Best Graphics as well as Best Game for Ports(as well as music and sound) We went with with Ladybug Arcade which came in second place and since this was also the game I voted for no poll was needed. Here is the rules: Play on standard difficulty settings doesn't matter since its for graphics We are using the current rom from the champs game website which can be found at Champs Games Download Page The game loops back to Part 1 after Part 8 is complete. (so with that if you do loop back to Part 1 the score before that will count) As this is a Ports Round for Harmony Games Scoring for bonus points start at 9pts for first place and ends with 1pt for 9th place and each place after. Post your Scores in this thread only I will update the Scores in this post and at Atari video Club website Harmony games Page. This round begins on 4/11/2022 at noon Central and Ends on 5/7/2022 at 2pm Central Good Luck Round 2 Scores: Name: Score: points @ZeroPage Homebrew James O(ZPH): 125,050: 9pts @cwieland Charles Wieland : 86,990 :8pts @ZeroPage Homebrew Darcy: 63,420: 7pts @Dan Iacovelli Dan I: 10,730 : 6pts
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After about eighteen months of development, I am pleased to announce the availability of the Aquaricart, the first and only multi-cart for the Aquarius Home Computer System! For those who are unfamiliar with it, the Aquaricart is a collection of ALL of the original cartridge software ever released for the Aquarius, along with several unreleased, prototype, and enhanced titles. It also includes the original instruction manuals and overlays, exclusive historical information and trivia, and Quick Reference guides ... all in electronic format, so they can be printed with the Aquarius Thermal Printer or viewed on-screen! NOTE: The original Aquaricart shown above—which was built using repurposed Night Stalker cartridges—has been unavailable for some time. I have since switched to a new form factor based on the Intellivision cartridge design; see here for pictures. In addition to making the cartridges smaller, and easier to ship and store, this new design allowed me to reduce the price to $60 per cartridge (postage extra). Send me a PM, or e-mail me at aquariusproject@jaysnellen.com, if you're interested! Here is a complete list of the cartridge titles in the Aquaricart collection: AD&D Treasure of Tarmin Astrosmash Biorhythms BurgerTime Chess Demonstration Cartridge Extended BASIC FileForm FinForm Logo Melody Chase Mini Expander Diagnostic (an unreleased Radofin diagnostic tool) Night Stalker Shark! (an incomplete prototype of Intellivision Shark! Shark!) Snafu Space Speller TRON Deadly Discs Utopia X10 Command Console (the software for the unreleased Aquarius X10 home automation system) Zero In Plus, as a bonus: The 1541 OS ROM (an enhanced version of Extended BASIC) The Demonstration Cassette (the six mini-games originally included with the Aquarius on cassette tape—Stalactites, Macho-Man, Torment, Cute Cubes, Alien Quest, and Mad Mould—converted to cartridge format for instantaneous loading) "BurgerTime Plus" (an slightly enhanced BurgerTime which fixes two issues with the original that have always annoyed me: it increases the maximum number of peppers and lives from 9 to 99, and it removes the extra "junk" characters from the screen border) Each of these cartridges, along with the instruction manual text and other extra content, can be accessed through an easy-to-use menu interface that you can control from the keyboard or the hand controllers. Or, if you prefer to skip the menu, you can use the "Quick Boot" feature to jump immediately to the cartridge of your choice on startup. The Aquaricart is fully compatible with a stock Aquarius computer console, so no Mini Expander or extra RAM are required (although some of the cartridges in the collection recommend or require extra RAM). Here is a video by The Immortal John Hancock which demonstrates the Aquarius and the Aquaricart in action: http://www.youtube.com/watch?v=1HbjOnC-JSE I'm offering fully assembled Aquaricart cartridges for $60 each. They include a color cartridge label and a printed manual. Here is the current design: If you're interested in adding the Aquaricart to your collection, contact me via PM—or, if you're not an AtariAge member, click on my profile and use the e-mail link. Be sure to include your shipping address so I can calculate the postage and give you a final total. If I have an Aquaricart cartridge ready to send, we will exchange information and complete the transaction; otherwise, I will provide an estimate of when it will be available (usually within one week). I won't accept payment unless I have a tested product that is ready for shipment, so you won't be kept waiting for your order any longer than necessary. I'm in the process of putting together a web site for the Aquaricart, which will offer complete scans of the original instruction manuals and other useful Aquarius resources. In the meantime, if you're interested, please see the product thread in the Intellivision/Aquarius subforum for more details and ordering information. You can also follow the eighteen-month development history of the Aquaricart in the original project thread, which includes reviews and testimonials from Aquaricart owners. Thanks for your interest and support!
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Unsafe Archade is an audiovisual toy; it may be unsafe, and produces some psychedelic arcade-like sounds and visuals. Depending on how the switches and joysticks are used it can produce flashing graphics, lights, and sound.
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Please let me know if you have any ideas or feedback! Game story: Up late at night on ForSale looking for a family vehicle, you come across a post for a used U.F.O. for $100. You decide "What the heck. Let's get it." After paying for it, you and your family hop on board the U.F.O. and start driving. Janet accidentally knocks over the stability crystal, and you soon realize there are no brakes. You also have to depress a button to decrease anti-gravity, or it will keep bouncing off of the atmosphere. The 42 pieces of levitating crystals to stop the darn thing also flew out the window as you were trying to learn how to steer, and the whole thing starts blinking when you are close to one. Janet's got her first day of school in the morning, so you need to find the crystals, and then go shopping for her. The new family U.F.O. is a real flop! family_ufo_0.6.bas family_ufo_0.6.bas.bin
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This is Dead Planets, a minimalist 288 screen arcade adventure that fits in 4k. It's my second bAtari Basic project. Dead Planets is my sort of homage to the multi-screen/flip-screen ZX Spectrum arcade adventures of my youth, games like Jet Set Willy, Sabre Wulf, Wizard's Lair, Starquake, Robin of the Wood, Firelord, Atic Atac, Auf Wiedershen Monty etc. mixed with the time attack 2600 games like Barnstorming and the empty, quiet feel of Metroid. It's also a homage to the lost art of mapping out these sort of games on graph paper as we used to have to do in the 1980s and you'll probably have to revisit that skill to get anywhere. Rest assured, this is a deliberate feature not a bug. You play DEWI (DEad Worlds Investigation Probe) searching for the lost Tiptonite crystals of wisdom hidden in the caverns of six dead worlds of the collapsed ZX82 civilization. Press up/down to pick one of the six worlds to explore and fire button to start. Find the three crystals in each world, return to the start room and hit the exit warp to finish game. Do it as fast as you can, the only score is your time, try and set personal best i.e. time attack game like Barnstorming. Old School game mapping on graph paper will help you. Walls kill you. Worlds are 8x6 screens with wraparound on all four edges - so 288 screens in 4k with space left over. Control has some cheap momentum (looks choppy on the video, makes more sense when/if you play it) and this gets more pronounced on later worlds. There are six colour coded worlds, selectable by moving joystick U/D on the start screen Press Fire to start, and to restart after a Game Over. World 1 - ABYSSIUM World 2 - BRIMSTONE World 3 - LILACIUM World 4 - DUNEBALL World 5 - RAINGOD World 6 - CHROMIUM Dead Planets.bin Dead Planets.bas
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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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****UPDATE: V2.3**** Dramanoes_2.3.zip **Added new game rules and fixed bugs** Thanks to @ZeroPage Homebrew and their viewers for the feedback! Old version still attached for anyone who's interested/curious How to play: Two players (or one player and the computer) start with ten randomly selected numbered cards (Dramanoes), face down. During each turn, both players pick a Dramano to show each other. Once both players have picked a Dramano, they are flipped over, face-up, to reveal a number between 1 and 12. The player whose face-up Dramano has a higher (or lower, depending on the game mode) number than the other's flips it back over, face down. The other player discards theirs. The player who can make their opponent run out of Dramanoes wins the game! Controls: Left and Right: move selection cursor Fire: select Dramano Up: quick-assess Highlighted Dramano [If the highlighted Dramano's value is 7 or higher, it will nudge slightly. A potentially valuable strategy tool!] Down: reshuffle (re-randomize) your remaining Dramanoes [Can be done anytime, though best used in the case of a draw, the hope of improving your chances of winning, etc.] Select switch OR Left Joystick Left and Right on game select screen: choose game mode. Reset switch OR Left Joystick Fire on game select screen: starts/restarts the game. Left Difficulty Switch: SINGLE PLAYER MODES - affects probability that the Computer player will reshuffle their own Dramanoes after a certain point. You'll know that it shuffled when its cursor turns yellow. Right Difficulty Switch: SINGLE PLAYER MODES - affects randomness and amount of time the Computer player takes to select a Dramano. Game modes: 1 - Singleplayer, larger number wins 2 - Singleplayer, smaller number wins 3 - Two player, larger number wins 4 - Two player, smaller number wins Background: Though this is my first post here, I had actually dabbled a fair bit in bB several years ago and pretty recently decided to pick it back up. I originally made up this game IRL back in 2014 and decided to give an Atari 2600 port a shot. It had way too much randomness, which kinda defeated the point of the original concept. Just a couple weeks ago, I revisited the source code and completely overhauled it so that it would play as originally intended. I even went beyond that and gave it a touch of personality and character. Dramanoes_OLD.zip
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Will buy loose or boxed if available ? Found and bought, this thread can be deleted
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For a while, I have had an idea for Atari 5200 and A8 called Detective Powers. My old blog entry from 2015 has my original ideas. Here is the original blurb for the game: Assume the role of the world’s most famous consulting detective, using investigation and deduction to navigate Baker Street, countryside manors, and interior room locations in a retro 80’s arcade-adventure style of game play. Find helpful items and clues, keep your Detective Powers fully charged and solve each case. Cases are based on several canonical Holmes stories by Sir Arthur Conan Doyle and are planned to include The Musgrave Ritual, The Dancing Men, The Hound of the Baskervilles, and The Final Problem. Sherlock Holmes Adventures is a 32K game for the Atari 8bit XL/XE computers and the Atari 5200 Supersystem. I've worked on it now and then, but my goal of twin 5200 / A8 dev has been slow going. I have 2 Atari 5200 engines at 32K, and 1 A8 engine at 64K using bank switching. My attempts to make 1 64K engine that would produce twin 5200/A8 game ROMs hasn't been going too well. So I went back and just fooled around more with the original 32K 5200 code. I figure I can eventually copy this code to an A8 compatible shell. But I was tired of fighting with the mechanics of bank switching and 5200 vs A8 registers. I took the prettier font/charset I used in Adventure II XE and I've got a shell going on 5200. This game is more text-intensive, and the 5200 version is currently in TASM (not DASM). I tried using the TASM .TEXT directive, but it only seemed to work with lower case letters. If I put .TEXT "Hello World" , the capital letters don't translate to screen correctly. I wrote a conversion macro so I can continue to use the .TEXT feature for the verbiage and not worry about capital/lower-case letter problems. I haven't included any of the actual in-game screens into this engine yet. First I'd like to understand better how to easily include the verbiage. In the game, Holmes will talk to you as you play, as though you are Watson. Do something dumb, you'll read in the text box "Really Watson, this will NOT do!" I still have some more work to figure out how to more easily include lots of verbiage.
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homebrew Xump 2 by Retroguru - Lynx 2020 Programming Competition entry
Nop90 posted a topic in Atari Lynx
Retroguru is proud to present the beta version of Xump2, the sequel of it's first game for the Atari Lynx. If you liked the first game (at the moment produced on phisical carts by @Songbird and included in the first atari lynx game collection cart for the Evercade console), you'll like the new 48 levels of Xump 2. Xump 2 was initially released for Sega MegaDrive at Revision 2017. This compo version is still public and floating around and is basically the first public preview we published. The following three years we have added better graphics and eye candies. The -final- version is now released on cartridge. As we are aware that not everyone will be in the position to buy a game cart, but might like the game, we will make the MegaDrive ROM of the final version available for free during new years eve. The Lynx port is as close as possible to the Megadrive version, but at the moment has only 2 tunes out of 6 and the graphics need fixing. We will try to complete it as soon as possible. Retroguru was very lucky to have @miker in the team for the port of the original tunes to Chipper. They are really fantastic and it would be great I he could collaborate with us in future games for the Lynx. You can find the competition release on itch.io at https://itch.io/jam/lynx2020/rate/728781. Don't forget to rate the game. We need your support to win the competition ? The game will be soon on the retroguru site https://www.retroguru.com. Check it for game updates (but I'll post about them in this thread too). If we receive good feedbacks maybe in the future there will be a phisical release of this game too... Label image courtesy of @KevinMos3 -
I was wondering if there was any homebrew games developed for the TT/Falcon? So Far, the only one that was made was a racing game with digitized graphics.
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I thought I would do a general update of what I am working on and also wish everyone a Happy New Years. Berzerk Berzerk for ColecoVision is in final testing stage and will be released by Collectorvision this year. Pyxidis The conversion (with some enhancements) of my biggest selling game that I released in the 80's for MSX and Spectravideo computers, Pyxidis is also almost complete ready to start some play testing. EA's 70 Arcade Classics CoolCV - LUNARRESCUE.ROM 2021-07-26 21-57-12.mp4 My next title, this will be a collection of three classic 70's arcade games, Lunar Rescue, Depth Charge and Stunt Cycle released on one cartridge. The first two games are completely finished, I just have a bit more work to do on Stunt Cycle and then combine them into a single cartridge image and it will be ready for testing. Seaquest 99 My take on the classic Activision title for the Atari 2600 on the ColecoVision. I haven't worked on this one for a while, but intend to continue and finish it this year. Upcoming titles where I have done graphics layouts for and should be progressed this year are: Kangaroo My take on the classic Atari arcade game. TRON My conversion of the arcade game of one of my favourite movies of all time! Graphics in the very early stages. More uas I make more progress during the year.
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