Search the Community
Showing results for tags 'astrosmash'.
Found 2 results
Our beloved TI99 will be 40 years old within few months, so we need to prepare the celebration. Since the game Astrosmash for the Intellivision will also be celebrating its anniversary and we do not have if for the TI, I decided to create this Super Astrosmash version! 🙂 Super Astrosmash has the same game mechanics, score system, number of levels, type of enemies of the original version, however I've introduced some changes to better adapt to the improved TI99 resolution, added some speech, etc. The game is not a direct porting, but rather my own interpretation of a possible TI99 conversion. The initial release will be only in SSS module format. In the era of digital downloads, let's return back to the roots! With the precious help of Ciro (aka ti99iuc from the TI99 Italian User Club) we are now working to prepare a small batch of SSS, complete with labels and manual. The module will have two versions of the game: the Super Astrosmash and the Legacy version. It runs on the console + 32K memory expansion, supports joystick and keyboard. The Speech is optional. If you are interested in the SSS, please contact the TI99 Italian User Club using the website (http://www.ti99iuc.it/web/index.php?pagina=contacts) by the end of September, so it will be possible to determine the final cost and prepare the shipping for Christmas. In attachment a video of the gameplay from the beginning of the game up to level 2 and a preview of the manual/cover design. We will post additional material/info in the next days, so stay tuned. Super Astrosmash TI99.mp4
It's been a while since I thought about one of these, so here goes. Adding some dimension to Astrosmash that could enhance the fun but still make it recognizable would be a couple of power-ups. Maybe something that you can only get a few at 3x and 6x, or maybe the game starts with 5 of them and no more can be obtained for the duration of the game. Mega artillery smart bombs - hit the "call for big artillery" button, and 3 seconds later all rocks on the screen are destroyed. a. The sound channels aren't really used much in the game, so when the player calls for an incoming one a 3 second droning sound plays as it gets closer. b. Making the smart bomb take a while to get there means the player still has to think/survive, it's not an instant fix. c. Having only audio for the bomb and then destroying everything on the screen that isn't the player also means not impacting the MOBs in the game. Shoot a hover-magnet, hit a button and a magnet pops launches from the player, with a parachute at random screen altitude, and it slowly drifts down and off the screen. a. All rocks and missile and saucer shots are all attracted to it. It's not a clear and easy life saver, but can add strategy to the play.