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Showing results for tags 'Flashback Portable'.
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DEFENDER III Basic Gameplay: Protect Martian Cities from fallling Meteors by blasting them out of the sky! Meteor impact slowly destroys the cities of Mars - your ship is equipped with audial Radar which allows you to hear off screen meteor impacts; reach them fast enough and you can stop the meteors in mid-destruction! Restore health to damaged Cities by catching falling score power-ups. To complete the wave and defend a new City, you must destroy at least 10 meteors before either your Ship or the City are destroyed. Shields: The impact from any of the baddies will damage your Ion shields to varying degrees with spectacular plasma color effects (not in the Beta yet) - take on too much damage and your shields are eventually destroyed completely; sustain a hit without sheilds and the game is over. When you save a City, your Ion shields are fully recharged. Defender III Weapons: All Defender games have different weapons - in Defender you had a colorful laser burst while Defender II sported more precise particle beam weapons. In Defender III, you've got an unlimited supply of remote control Drones, which control a bit differently than laser bursts or particle beams: Until a Drone goes offscreen and out of range you'll have full control over it - you can even make the Drones do loop-de-loops and figure eights which comes in handy for clipping the high speed meteors. It can take awhile to get used to not being able to fire another shot after you miss a target because your Drone is still airborne - this Defender plays different Game Characters: Meteors Enemy landers heat seeking pods Surface to air missiles Buildings Score power-ups Defender Ship Remote control Drones Console compatibility: Beta 5 currently plays on all Atari consoles including the Flashback Portable though the pre-production version is as of yet untested (someone please test on a pre-production unit!) Defender III does not work in Stella yet, at least not in my version - a scrolling mosaic appears at the start instead of the ship being in outer space, and the mosaic permeates the cityscape once the game starts making it unplayable. I will find a workaround for this as development continues; Defender III was programmmed in Flashback BASIC which is also in Beta. I'll post new versions of the game as development progresses, hope everyone enjoys! DefenderIII_Beta5.bin Edit: 3/2017: Defender III and Defender III Trainer ROM's below! Changes: Harder to clear a level, you must destroy 15 meteors! Unique bonus round challenge levels - a playable title screen level and a playable game over level showing waves completed. You'll need a light touch to play these levels without starting a new game. Defender_III_Trainer_v1.binDefender_III_v1.bin
Hi, maybe someone here can speculate as to why this is, but I updated some of the sprite graphics in the 2600 BurgerTime using Hack-O-Matic 3 and didn't increase the size of the bonus items or either frame of the Hot Dog, but now the game won't load on my Flashback Portable for some reason. Does anybody know why the game is broken and whether it is a simple fix? Thanks. BurgerTime_NG.bin
You're caught in a combination of old video games - Berzerk, Pacman and Breakout in Mario world! Stay alive and strive for a high score before the timer runs out! Can you save the virtual world? I've added Flashback portable compatiblity, game plays well with two minor bugs: 1. You always start out with the fast ball and the slow ball, in Stella and the older consoles the very first play starts out with the slow ball, but subsequent restarts have both at once (relying on pre-initialized memory...) 2. The score is somewhat garbled, lazywriter paints it clearly on Stella and the older consoles - I'll look into fixing that at some point Pixels.bin