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I am happy to announce the final release of the re-work of my 1988 conversion of Tiles. Tiles is a one- or two-player memory game which appeared in COMPUTE! Magazine, Volume 10, Number 2, Issue 93, February 1988, Pages 30-46. The program was originally written by Rick Harrison, with versions for the Commodore 64, Apple ][, Atari 8-bit, IBM PCjr, Amiga, and Atari ST. The Texas Instruments conversion is based upon the game description in the article. The graphics are based upon the Atari ST version, with the screen layout matched as closely to the original versions as possible. After COMPUTE! dropped the TI-99/4A I obtained permission from ABC Publications and COMPUTE! Magazine to produce and distribute my TI-99 conversions of programs which appeared in the magazine. "Tiles" is one of these conversions I worked on as a budding young programmer. Like many home-produced programs, this game was originally hand-written then typed into TI BASIC. The final product presented here used much of that original code, imported from a tape to Notepad++, re-written to use @matthew180's TIdBiT TI BASIC translator, and tested with @Tursi's Classic99 emulator. Included in the attachment are the TIdBiT source files for both TI BASIC and TI Extended BASIC, a worksheet of notes about the rationing of variables (though I am missing another worksheet which broke down each subroutine and my original graphics,) a 90k SSSD disk image with the two language versions, a tape output file of each program in wav format created with Dean Corcoran's CS1er, as well as my permission documentation obtained from COMPUTE! Magazine. The two files on the disk are: TILES TI BASIC and Extended BASIC TILESXB TI Extended BASIC Quick instructions Tiles is a memory game. You will be presented with an increasing number of tiles to find in a pattern up to 30 tiles. Use the keyboard or joystick to play. Standard key scan 1 and 2 for player one and two, respectively: ESDXQ and IJKMY for up, left, right, down, "fire". Joystick 1 left answers "1" or "Y" and right answers "2" or "N" for appropriate questions. Space bar and fire are interchangeable. Press any key to end the attract mode and select number of players to begin the game. Number of player selection, play again inquiry, and surrender inquiry have time-outs which will return to the previous action. Each player starts with 500 points. You will be shown the tiles for that round then asked to hide them. Roughly every second you will hear a tick with which you lose points: 60 points if your score is 5000 or over, 40 points for 2000 and over, and 20 points for under 2000. If your score falls to 400 points a second tone is added, especially helpful as the TI BASIC version does not update the score board during this phase. Once hidden you have to find all of the tiles. In TI BASIC an arrow will appear under, and in TI Extended BASIC a box will surround, the currently selected tile space. There is no time limit nor order in which the tiles must be found. You score 100 points for each find and are penalized 100 points for each miss. The game ends if you run out of points. If one player bankrupts the other player continues. The game proceeds until both players have completed the last round with 30 tiles, both players lose all points, or one player surrenders. Your prowess is gauged by the high score you rack up. FCTN-7 (AID) will bring up a short informational line to remind you of your keyboard and joysticks options. At the end of the game FCTN-8 (REDO) will start a new game and FCTN-9 (BACK) will start the attract mode, the same as answering Y or N, respectively. A player may surrender his or her game while hunting for hidden tiles by pressing FCTN-9 (BACK.) After surrendering, any tiles not yet found will be exposed. The surrendering player's high score is not penalized but the score is wiped. The game ends when a player surrenders. To leave the game use FCTN-4 (BREAK) in TI BASIC or FCTN-= (QUIT) in TI BASIC or Extended BASIC. While I have given this release as thorough a test as I can I expect there will be a quirk or two which will need fixing. Please feel free to post in this thread if you find any, and if you enjoy the game please post screen shots with your high scores. Both BASIC versions operate identically so feel free to get competitive with either rendition. I give more information on the genesis, recovery, and development of this game in this development thread. My conversion of Tiles is not permitted to be sold as part of any collection or compendium of games for which a charge is made above the costs of media or distribution, and may be distributed as part of free public domain collections whether in on-line or media form, including not-for-charge BBSes and forums with options for free membership. I request that information included with any such distribution point to https://locu.li/tiles99 and said link is not required to be the exclusive means of description. TILES-2018.zip
As with Tiles, Laser Strike is another COMPUTE! Magazine type-in program published after the magazine dropped the TI-99/4A, and is another program for which I received permission to sell and distribute my conversion for the TI-99/4A. Laser Strike appears in COMPUTE! Magazine Issue 79, December 1986, Pp. 44-62. Article text here . ""Laser Strike" is a strategy game based on several popular board games (Battleship is probably the most famous). However, unlike the board games, the action in Laser Strike occurs in outer space. Two players secretly deploy their spaceships around the galaxy and then try to locate the opponent's ships by firing laser strikes on the two-dimensional galaxy grid. The first player to find and destroy all the opponent's ships is the winner." This post contains my 1988 versions. The first version has a rather simple A.I., which pokes around the board then follows a very simple search around looking for other parts of a hit ship. The second version has a very sinister A.I. which immediately knows where the rest of a ship is on the grid once it finds one. A computer player is created with a blank player name (just press ENTER when prompted for the player's name.) Over the next few months I will be working on cleaning and modernizing this program as I did with Tiles. A TidBit source, revamped over the ill-advised GCHAR method I use to build the "grids," including a more clandestine placing of computer player ships, and potentially a two-computer player-vs-player system via serial. The listings below contain CTRL characters which do not translate to text. TI BASIC Listing: LASERSTRIK TI BASIC Listing: LASERSTRK+ (sinister A.I.) LASERSTRIKE.zip
Recovered from tape is one of COMPUTE! Magazine's original type-in program, Tug-a-War. Published in Issue 71, April 1986, Pp. 42-50. Article text here. "Nearly everyone has played tug of war at one time or another. The traditional game pits two players or teams at opposite ends of a rope. At the middle of the rope is a flag, and each side tries to pull the flag into its territory. "Tug-a-War" is based on a similar concept. In this version, the flag is replaced with a round ball shape, and each player tries to maneuver the ball onto his or her side of the screen. Like many two-player games, the difficulty of Tug-a-War depends somewhat on the intelligence of your opponent. But even at the simplest level, you'll find that skill and foresight are essential to success." Attached is the program file and program listing. Full listing below. Oh, the days of the magazine type-in program! TUG-A-WAR.zip
Hello Atari 8-Bit Community! We were inspired by the many kind responses about our Atari BASIC game development document, our newly posted 1980's Anschuetz/Weisgerber/Anschuetz Atari BASIC games, and our Antic Atari Podcast. For those that missed it, here are the links: Forum post with Atari BASIC game development document and 1980's Atari BASIC games: http://atariage.com/forums/topic/268424-1980s-anschuetzweisgerberanschuetz-basic-games-release/ Antic Atari Podcast: http://ataripodcast.libsyn.com/antic-interview-297-robert-anschuetz-eric-anschuetz-john-weisgberber-antic-magazine-games In this post, we are uploading version 2.0 of the Atari BASIC game development document. This version enhances the original document in many paragraphs, and also adds some new and very interesting sections to the document. This version includes our original 1980's type-written (we didn't have a printer) instructions and programming notes that were submitted along with our BASIC games to Antic, COMPUTE!, and A.N.A.L.O.G. Perhaps even more interesting, we have also scanned the correspondence letters from these magazines for programs that were accepted and rejected for publication. The table of contents indicates these new sections (Development Notes pages 46-71, and Magazine Correspondence 75-91). These are scans from documents that hadn't seen the light of day since the 1980's! Thanks go out to John Weisgerber for saving all of this information for the past 30 years! We are still trying to dig up the old design notes and the graph paper that we used for character bitmaps! They are probably in the attic, closet, or basement somewhere. We hope you enjoy these new additions. Robert Anschuetz Eric Anschuetz John Weisgerber Anschuetz-Wesigerber-Anschuetz v2.0.pdf