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After about a month and a half of frustration and fun, I have three game releases for the Atari 2600. I hope that you enjoy them. If you would like to see any of these games on cart, please let me know! Heartbreak Download NTSC - PAL60 - PAL50 Special: Support for the Atari Driving Controller and high score saving via AtariVox or SaveKey About There is no better than adversity. Every defeat, every heartbreak, every loss, contains its own seed, its own lesson on how to improve your performance the next time. - Malcom X Heartbreak is an colorful original arcade-style game inspired by Breakout. The game was designed and prototyped for the 2013 Global Game Jam competition and won Best Game Mechanics and Player's Choice awards in the local chapter. Thanks to Omegamatrix for developing a kernel for Heartbreak and to ACrystal2011 and StaticHamster for testing! Extra thanks to the AtariAge.com homebrew community for all the help in getting things to work! How to Play Use right/left or clockwise/counter-clockwise on the Atari Driving Controller to rotate the blocks clockwise and counter-clockwise, respectively. Lives Each game mode has 9 lives before heartbreak (loss), with 3 hits per each of the 3 heart sizes. All heart sizes are restored at the beginning of a level. Scoring Red and Blue game modes give points for each broken block and bonus points for the heart size (600 for large, 400 for medium, 200 for small). Yellow and Green games give points only for cumulative ball bounces, so try to keep that ball moving! Game Modes On the title screen, choose left/right, select, or rotate clockwise/counter clockwise on the driving controller to select the desired game mode. Red Fire when the heart is pulsing the desired color. Match primary colors to a block of the same color or a block that contains the primary color until all blocks are broken. White blocks will give a heart size back. Avoid hitting blocks that are black at the start of the level. Yellow Fire when the heart is pulsing the desired color. Press fire at any time to change the ball's color to the current color of the heart. Keep the ball bouncing by matching primary colors to a block of the same color or a block that contains the primary color until all blocks are broken. White blocks will give a heart size back. Avoid hitting blocks that are black at the start of the level. Blue Fire when the heart is pulsing the desired color. Match primary colors to a block that does not already contain the current color until all blocks are white. Avoid matching colors to blocks that already contain the currently-selected color. Green Fire when the heart is pulsing the desired color. Press fire at any time to change the ball's color to the current color of the heart. Keep the ball bouncing by matching primary colors to blocks that do not already contain the current color until all blocks are white. Avoid matching colors to blocks that already contain the currently-selected color. The Way Colors Work Tip: Remember your finger paints: Red + Yellow = Orange Yellow + Blue = Green Red + Blue = Purple All Colors = White No Colors = Black Special Functions Switching Controllers To switch between a standard joystick controller and an Atari Driving Controller, simply plug in the desired controller at any time. It will be detected automatically. Increased Difficulty For a greater challenge, set the left difficulty switch to A (Pro). The ball will speed up over time. Saving High Scores If a valid AtariVox or SaveKey is detected in the second controller port, the current highest score will be displayed on the title screen when the game is turned on. High scores are automatically saved on the title screen when the player loses or toggles reset to return to the title screen. Erasing High Scores To clear the high score, hit fire while holding select when in one of the four game modes. The current score will be saved as the new high score the next time the player returns to the title screen. Muting the Heartbeat If you prefer not to hear the heartbeat while in game, toggle the Color/B&W switch to B&W. Fix-It Felix Sr. Download NTSC - PAL60 - PAL50 About Before the Magical Hammer was passed on to Fix-It Felix Jr., his father had to keep things in order. Fix-it Felix Sr. is a parody remake of the game Fix-It Felix Jr. featured in the Disney film Wreck-It Ralph. Fix-It Felix Sr. is a simple, colorful, and fun arcade game. Thanks to ACrystal2011 and StaticHamster for testing. How to Play Avoid ducks and falling bricks while fixing broken windows by hitting the fire trigger. Broken windows in the row Felix, Sr. is standing in are indicated by blank spaces in the indicator at the bottom-left of the screen. If the window Felix Sr. is in front of is broken, the indicator will be red. If it is green, the current window is in good condition. Lives are shown with the indicator at the bottom right of the screen. Keep an eye open for the pies that get set out on window sills--they give you an extra life! You gain points for each window repaired, eating pies, and completing a stage by fixing all broken windows. Special Functions Pausing the Game To pause the game, toggle the Color/B&W switch to B&W. Joy Ride Download NTSC - PAL60 - PAL50 About The sun is setting behind the city across sapphire-blue waters. What better time to go for a joy ride to enjoy such a beautiful evening? Only one problem--you seem to have taken the slow road. Joy Ride is a fast-paced avoidance game inspired by Gate Racer by Atarius Maximus. Thanks to StaticHamster for testing. How to Play Use up/down/left/right to avoid hitting cars for as long as possible. Collect power-up pellets (up to 3) and hit fire trigger to clear the road of traffic for a while. Watch out for the slow lanes! Special Functions Pausing the Game To pause the game, toggle the Color/B&W switch to B&W. heartbreak_final_NTSC.bin heartbreak_final_PAL60.bas.bin heartbreak_final_PAL50.bas.bin fixit_final_NTSC.bin fixit_final_PAL60.bin fixit_final_PAL50.bin joyride_final_NTSC.bin joyride_final_PAL60.bin joyride_final_PAL50.bin
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Hello, everyone. I am currently working on getting to a playable state as fast as possible, a game of Dodge ball for the VCS. It has been on my life list for a long time to do, and now I am finally tackling it. It is a 2K cart, done in homage to the original launch titles, in that the graphics are simple, there will be multiple variations around the core game, and the focus is on solid two player gameplay. It will require the joystick controllers. Latest Release: Latest build can be found here: https://github.com/tschak909/dodgeball/releases/tag/playtest1a Basic rules: * Two players, in a playfield, with or without obstacles. * Players can move freely around field and obstacles * There is a computer controlled ball (using BL object) which will bounce around the playfield freely using PONG physics. * Each player also has at their disposal, a ball which can be thrown by pressing trigger (using M0 and M1). * Ball will automatically retract to player after user settable decay time (short, medium, long) * if Computer ball hits a player, point is subtracted (unless 0). * if P0's ball hits P1, P0 gets +1 points, P1 gets -1 (unless 0), and vice-versa. * if P1 presses trigger at just the right moment when the ball is colliding with player, the above point rule flips, vice versa with other player. * in both cases, ball is returned to the player, to be used immediately. * Game ends after timer lapse (the classic 2 minutes 16 timer lapse) * Game score blinks when timer is about to expire * Game will indicate ball capture with color cycling display and sound effects * Each ball bounce will be an appropriate ping. The idea is to have game variations, which will vary the following: * Playfield shape/obstacles * Player ball retract time * differences in player movement physics (dodgeball on ice?) * difficulty switches will set _something_ ... either player size, or the addition of holes on the horizontal ends of field so that ball can wrap around? I am working on the code publically in github: http://www.github.com/tschak909/dodgeball Once I have the first playable ROM, I will post it in this thread. Right now, the kernel is stable, and the motion code is roughly 30% done. Once the motion code is roughly 90% done, I'll put in the collision detection, and that should be enough to get feedback. -Thom p.s. a picture of the kernel with a playfield that I am borrowing from Combat:
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Hi, as I understand it when the 2600 is powered on the PC is set by the reset vector, which is held in ROM memory locations $fffc & $fffd. But when a 2K ROM is inserted the ROM only reaches up to $f7ff. When I look at the hex dump of Combat I can see the reset vector ($f000) in locations $f7fc & $f7fd. So does the reset vector location depend on the ROM size or am I missing something ? Thanks