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Found 5 results

  1. ** The latest demo ROMs can be found in this post. Have fun! ** Hello all, Now that Mappy is almost complete and awaiting it's release at the Portland Gaming Expo in a few weeks, Champ Games would like to announce our next game... Wizard of Wor Arcade! For those who may not know, Champ Games started a Wizard of Wor rewrite back in 2007 that was never completed. That code has been resurrected and the current version takes full advantage of the latest technology, including CDF bank-switching for enhanced graphics (created by Nathan Strum) and all the arcade mazes, arcade-like sound effects and speech (created by Mike Haas) using the AtariVox+ (over 50+ phrases!). Additionally, it will support Nathan Tolbert's re-vamped multi-joystick adapter which will allow 2 joysticks to be plugged into one port while leaving the second one free for in-game speech with the AtariVox and high score saving! Special thanks to CDS Games and Nukey Shay for their blessing and amazing work on the Wizard of Wor 2: The Arena hack which provided the inspiration for some of the cut scenes and mazes, and it was also the game that Mike's AtariVox speech were originally developed for. The game is about 95% complete and and will available to play (with Nathan T's multi-joystick adapter and AtariVox+ speech) at this years Portland Gaming Expo. My brother Paul and I will be on hand if you're up for a challenge! Here is a screenshot of the title screen. I will be posting more info as the PRGE approaches, with a playable ROM to be posted sometime after the expo.
  2. 2019-Aug-3: Version 2 of the demo ROMs (NTSC and PAL60) have been added to this post. Version 1 demo ROMs can be found in this post. Hello all! Yesterday, the Champ Games 'secret project' was revealed live on Zero Page Homebrew's Twitch stream: Galaga for the Atari 2600! This game was developed over the last 6 weeks by Nathan Strum (graphics, game design), Ross Keenum (music and sound) and myself (design and programming). It is about 90% complete with just a few bugs to be fixed and bells & whistles to be added. Here are a few pics of the game in action: Game features: 1 or 2 players (alternating) with plans to add in a 2 player co-op mode NOVICE, STANDARD and ADVANCED skill levels a special CHALLENGE game mode where you compete with only CHALLENGE stages all enemies from the arcade included (thanks Nathan!) all music and sound from the arcade included (thanks Ross!) High scores for all game modes; will support save to Atarivox/Savekey Will support Nathan Tolbert's multi-tap (QuadTari) for 2 player with Atarivox/Savekey A/B switch to enable/disable auto-fire (A = no auto-fire aka like the arcade; B = auto-fire with button held down) Pause game via Color/BW / Pause (7800) switch Technical details: the game uses the new CDFJ driver (Stella 6.1 or better) and runs on both the Harmony & Harmony Encore. It also runs on the latest community build of Stella on the Retron 77 (thanks Nathan for the confirmation!) A video of the reveal and the game in action can be viewed on ZPH's Twitch stream archive (link above). We are planning on releasing a playable demo ROM sometime in the near future once a few bugs are fixed. A cart release has not been planned yet (I haven't talked directly to Al about it since the reveal) but I'm sure it will be available in the AA store at some point. Thanks to Nathan and Ross for all their hard work in getting this game together in such a short period of time, and special thanks to James & his team at ZPH for taking the time to debut the game on the ZPH Twitch stream. It was a lot of fun! EDIT: I just realized that the screen shots are super small (not sure why). I was trying to give Nathan a break from having to do all the work but obviously I should leave this stuff to the experts!
  3. Hello all, After completing Super Cobra Arcade, the CHAMP Games dev team has been busy working on our next project: A port of the Namco classic Mappy. It's been a game I've been thinking about making for over 10 years, and with the advances in technology I've finally moved forward with the development. Nathan Strum is doing an amazing job with the graphics (as he does with all my games, thanks Nathan!) and Mike Haas (ieposta) will be following up his fabulous work in Super Cobra Arcade to provide the music and sound effects (he has already posted some amazing music demos for Mappy, which in part inspired me to finally take on this challenge). I would estimate the game is about 50% complete, with all of the game physics done (walking, jumping, hopping, scrolling, platforms, trampolines, doors, bells, trap doors), all levels implemented (12) plus the bonus stage is playable, and basic collision detection (prizes, walls, balloons). Still plenty of work to be done, most notably the enemies (cats, Goro, etc) and all the no-so-fun stuff like title screens, menus, etc. There is no timetable for a release but I thought I'd share some screen shots of the progress. I'm hoping to have a playable demo done available sometime after the new year. Level 1: Jumping on a trampoline: Bonus stage: Mappy in the attic: Bells: Level 14 (trap doors, not shown correctly because of Stella screen capture): Keep an eye out for updates in the near future!
  4. Hello all, I've been checking on the JohnnyWC next game poll and if it ended today, most people want a port, and the port with the most votes is Mappy. This got me thinking about how a port of Mappy could be done: Here's what we have: - horizontal scrolling maze (yuck!) - Mappy - Goro (the red cat) - up to NINE pink cats - 10 prizes (5 sets of 2) - trampolines - bells - removable floor pieces - doors - microwave doors (flash and move) - 15 levels, each with a different floor layout - 6 floors per level There is also a bonus stage involving balloons, but this doesn't seem too difficult to recreate (balloons can be vertically separated). Wow - lots for the ol' 2600 to do. Thoughts: - We can keep PF0 blank, only needed PF1 and PF2, asymetrical and reflective, for the house (roof and floors). - We can keep the prizes vertically separated in the 6 floors, never allowing more than 1 to be on a floor (since the playfield actually takes up 2 screens) - Scrolling can be done and would be coarse (4 pixel), but an alternative would be to have 3 screens: one that shows the right side, one that shows the middle and one that shows the left. The screens would change as Mappy reached certain positions. - Doors can be represented by the ball sprite; the width can be changed as the door is open. Again - limit one door per floor that is visible on the screen. - Trampolines could either be the ball sprite (8 pixels wide max), although they may have to be the PF and be 12 pixels wide. - Limit the # of pink cats to a reasonable # (say, 4) - Only one bell will ever be on the screen at once and is always on the roof level - Removable floor pieces could be represented by a flashing PF; removed as Mappy passes over it Looks like we'll need 32 cycles per line for the asymetrical reflective house layout, leaving 44 for the sprites. Two single-line sprites can be done in 36 cycles, leaving only 8 for loop maintenance, color changes etc. (not enough). Will probably have to go with double line sprites, but may be able to squeak in multi-colors instead. Repositioning can be done on a line with no playfield (there's plenty of those). Max # of objects on a line will be 7 (Mappy, 4 pink cats, Goro and a prize) that can be drawn with 2 players (15 and 20 hz flicker). Lots to do, lots of RAM needed (maybe too much)? Any thoughts are welcomed. Thanks,
  5. Hi all, I am looking for a copy of Lady Bug Collector's Edition if anyone has a copy i'm interested to buy
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