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Arcade/MAME HSC 2019 Round 3: Millipede / Lady Bug Arcade/MAME HSC 2019 Round 1: Wizard of wor / Scramble Round 2: Bagman / Magic Sword Heroic Fantasy Round 3: Millipede / Lady Bug Round 4: Neo Geo Round 1 Round 5: Polish your armor Round 6: Hurt me a plenty Round 7: Sega Round Round 8: SHMUPS Round 9: Player´s favorite 2 Round 10: Street Brawler Round 11: Nimble as a Ninja Round 12: Neo Geo Round 2 Round 13: Round 14: Moderator favorite Round 15: Street Brawler 2 Round 16: Round 17: SHMUPS 2 Round 18: Polish your armor 2 Round 19: Standings After Round 2 (Bagman and Magic Sword Heroic Fantasy) Cynicaster 32 (+16) Leto27 30 (+20) youxia 30 (+14) zoyous 25 (+14) AtariWarlord 25 (+11) Floyd Turbo 14 (+11) hero2billions 14 (+11) jblenkle 11 (+6) roadrunner 11 (+2) patbb 7 Mangia-boy 4 Round 3 Millipede milliped.zip Millipede by Atari, 1982 MAME ROMset: milliped Dip Switches:: (Bonus 01X / Millipede head: easy / Bettle:easy / Lives: 3 / Bonus life: 15000 / Spider: Easy / Starting score select: off ) Number of credits: 1 credits Remember to play with the recommended settings, and do not use cheats or any kind of enhancements to take advantage Round ends August 11th @ midnight MDT Millipede: Scoring will be as follows: 10 Points for 1st 9 for 2nd 8 for 3rd and so forth Round 3 Lady Bug ladybug.zip Lady Bug by universal, 1981 MAME ROMset: ladybug Dip Switches Dafault: (Difficulty: easy / Lives: 3 ) Number of credits: 1 credits Remember to play with the recommended settings, and do not use cheats or any kind of enhancements to take advantage Round ends August 11th @ midnight MDTT Lady Bug: Scoring will be as follows: 10 Points for 1st 9 for 2nd 8 for 3rd and so forth
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Millipede Millipede GCC Disassembly (incomplete)
Thomas Jentzsch posted a topic in Atari 2600 Programming
This started as an attempt to fix the major problems of the game before converting it to Trak-Ball controls. But it turned out, that those problems are not easy to fix (maybe one reason why this got abandoned?), so I decided to publish my results here and continue with something else. Maybe someone else eventually wants to pick up where I left... Millipede_GCC_004.zip -
Indeed. So which version do you prefer and why? And how would an optimal, "best of both worlds" version look like? The linked AtariProtos website already shows a nice comparison and list of difference details. And I can add more: The mushrooms in the GCC protos require only 3 shots to be eliminated. Atari's version and the arcade require 4. The controls in the GCC proto suck, because they are not responsive enough. While the GCC player looks nicer, its movement is much coarser than the Atari version ...what else...? BTW: Please ignore are technical flaws of the GCC prototypes, I am pretty sure those can be fixed.
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As some of you may or may not know, Thomas Jentzsch and I have converted some 2600 games to use a Trak-Ball controller. Thomas originally converted Missile Command to use the trackball over a decade ago. More recently Thomas converted Centipede and Reactor. I joined the fun and did Millipede. The thread we posted the ROMs in wasn't really related... it all came about kind of spontaneously. That thread does contain a whole whack of routines if anyone is ever interested. It all starts on page 4 and goes for several pages. Here in this thread are the latest ROMs, organized, for easy finding. Note for CX80 Trak-Balls: Atari CX80 Trak-Balls work the same as the CX22 Trak-Balls. However, some retailers modified the CX80's to be compatible with the ST Mouse (Atari Mouse). If you have a CX80 then you will have to try both the Trak-Ball and Atari Mouse ROMs to see which one works with your Trak-Ball, or try the detection ROM. It is believed only a small number of Trak-Balls were modified. Note for CX22 Trak-Balls: An early version of this controller only works in joystick emulation mode and cannot be used with these ROMs unless modified. Check for the presence of the "joystick/trakball" switch on the bottom left side to ensure that you have the later compatible version and set it in "trakball" mode. Wico Command Controller Trackballs: These trackballs don't work with these ROMs as is. However, the Wico Trackball can be converted to work. See modification guide below for details. Bob Colbert's Homebrew which can use an Amiga Mouse, Atari Mouse, Driving Controller, or Joystick! Link: Stell-A-Sketch (Bob Colbert) Link: Trak-Ball/Amiga Mouse detection (TJ) Roms: Trak-Ball Detect v1.0.zip Link: Missile Command TB (TJ) Roms: Missile_Command_TB_(TJ).zip Roms: Missile_Command_CX_22_v1.3_(TJ).zip Link: Centipede TB (TJ) Roms: Centipede_TB_(TJ)_v1.4.zip Link: Reactor TB (TJ) Roms: Reactor_TB_(TJ)_v1.3.zip Link: Millipede Amiga and ST Mouse Info (Omega) Millipede(Trakball)v6.5.zip Link: Challenge Of Nexar, The (TJ) Roms: Challenge_of_Nexar_TB_(TJ)_NTSC_V1.1.zip Roms: Challenge_of_Nexar_TB_(TJ)_PAL_V1.1.zip Roms: Challenge_of_Nexar_CX22_(TJ)_v1.2.zip Link: SW_Arcade (Omega) Roms: SW_Arcade(Trackball)V4.zip Roms: SW_Arcade(Trackball)V4__Inverted_Y_Axis.zip Link: SpaceMasterX7_(Omega) Roms: SpaceMasterX7_(Trackball).zip Link: Missile Control (TJ) Roms: Missile_Control_TB_(TJ)_NTSC_V1.15.zip Roms: Missile_Control_TB_(TJ)_PAL_V1.15.zip Link: Marble Craze (TJ) NEW: Marble_Craze_TB_(TJ)_NTSC_V1.0.zip NEW: Marble_Craze_TB_(TJ)_PAL_V1.0.zip Trouble Shooting Guide: 1) Trakball only moves Down or Right - Fix Modifications Guide: 1) Convert a CX-22 for ST Mouse (Atari Mouse) - Here 2) Wico Command Controller Trackball Conversion - Here
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For the past year, I've been working on my little homage to early 80s arcade games. Development is nearing it's last leg, however there is still room for me to add things and/or make changes. I wanted to make a post here to see what your thoughts are and if any of you have any suggestions regarding features, etc. I'll also be looking for 2nd phase beta testers soon so if anyone's interested, let me know. I'll be selecting a handful. In this game, you play as the Hive Bomber, the destroyer of hives. The story is bizarre and almost non-existant like many early arcade games. It's not finalized yet but the basic gist is that Mother Nature summoned the Hive Bomber as a method of population control against the ever expanding horde of Cyber Bees. I'm thinking about keeping it as weird and vague as possible. During the early design phase, I decided to treat it as if it was an HD remake of an old arcade game. I'd describe the graphic style as faux-vector/raster hybrid, if that makes any sense. The game itself is basically a mix of Breakout, Gyruss, Centipede/Millipede, and Geometry Wars. You control the Hive Bomber which flies around the hive on a circular path (like Gyruss). With shooting controls similar to Geometry Wars, you fire bouncing cannonball-like projectiles at the hive hexes. Your goal for each level is to find 4 randomly placed honeycombs which are hidden in the hexes. On odd levels, once all 4 honeycombs are found, the hive self destructs (did I mention this game is pretty abstract?). On even levels, you need to also kill the queen which is hidden somewhere in the middle of the hive. If you release the queen before all of the honeycombs are found, she will have an impenetrable bubble shield that won't be deactivated until all honeycombs are retrieved, so it's best to avoid releasing the queen too early if you can. The Hive Bomber has many forms. Forms are essentially powerups that are hidden in the hives - 1 form powerup per hive. Each form has specific cannon attributes (light repeating, heavy, Y-shot, etc.) as well as a special ability (bubble shield, flat shield, wind push, gravity well, etc). You can "carry" up to 2 forms at a time - switching between the two by the press of a button. All forms have the ability to teleport as long as you have at least one teleport unit. Other powerups include speed increase, cannonball bounce increase, and satellites. I plan on releasing it on PC first and maybe port it to mobile platforms later. That's the basic rundown. I'm trying to keep this from being a huge wall of text at the moment. I'll elaborate more if there are any questions. Any thoughts? Does this look/sound like something anyone here would be interested in? THE MAIN ENEMIES THE BEES Worker Bee: Repairs the hive as it gets damaged. Avenger Bee: Equipped with a light plasma cannon. Pursues the Hive Bomber and fires in slow 3-shot bursts. Defender Bee: Defends the hive and protects other bees and allies. This bee is equipped with a heavy plasma cannon and a rechargable bubble shield. Queen Bee: There are a few different variants which have different attacks. All queens have a bubble shield that can only be deactivated after finding all honeycombs. BEE ALLIES Mosquito: Weak enemy that flies across the screen in an erratic manner. Stag Beetle: Heavily armored enemy. Can only be killed by hitting one of his weak points. Fires a cluster plasma bomb. Jumping Spider: Hops around on the hive. Fires webshots that can entangle the Hive Bomber. Also equipped with a light plasma cannon. OTHER Bee Killer: Kills bees. The more they kill, the more powerful they become. After killing a set amount of bees, they will then set their sights on the Hive Bomber.