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  1. Lynx Quest - preview credits: New Generation code: Solo, Laoo music: Miker graphics: Tiger, Alcopop, FinalBossBlues Here some information about our new production - a brand new action-adventure game for Atari Lynx. The game was created for 30th Lynx Competition by AtariGamer. We already submitted a small preview version - but please dont mind it. It doesnt have proper gameplay loop (will be avaiabler in a week) nor levels, enemy shoting, AI. Almost all is done but we couldnt provide it for the first deadline (because the game was crashing; it is solved already). Please wait for next week:). Current status is: - 90% of the code is done - 100% of the music is done (about 10 songs) - 80% of the graphic is done Instructions for the rought sneak peak: Killing few monsters "brutally" move (resets) you to the next level then killlling some more to move to the boss (without boss AI). After the boss you can see mystical cave, when you will get blessing for some passive skills/upgrades. In the mystical cave (with a statue) you can press "B" button to go back to the map. Proper gameplay loop will be of course different (proper; ) and all will be self-explanatory. A player will have upgrades (better bows, arrows, critical, hp - clasic stuff) and will adventure throu 4 different themes (plains, cementery, hills and winter). Lets say typical top-down shooter action rpg game. The game is written in 6502 assembler. The engine is capable to process about 64 objects (enemies, shots etc) with all collisions (tile and hitboxes axis-bounded). Tiles has 2 layers (also with flyer status) and can show animated elements. All run at 30 FPS. Levels are semi-randomized: - 24 layouts for every small level and fully randomized small tiles like grass or similar - abuot 384 level layouts in total for more replayability Tools we used: - LNGS (our devground that makes all the magic - compiles, links, manage assets, makes cart and have core API routines) It was written by Laoo (took him 2 months, still in alpha stage) for our Lynx journey. Its helpsd a lot to develop stuff for Atari Lynx. - Mad Assembler - WUSDN - Chipper - Handy Music player (we adapted it to our LNGS system) In the final version of the game there should be: - 4 different worlds - 4 bosses - chests with loot - score system - finished UI - full map logic - proper level transitions (self explanatory, story will tell more about it) - dozen of different enemies - postprocess effects - proper gameplay loop;) Screenshots:
  2. Well I didn't quite make Christmas... But I did get it done in 2020! Realms of Antiquity: The Shattered Crown is now released! Digital edition is available immediately, collector's editions are in pre-order and will ship late January/early February. I've put together a website for it here, you'll find links to the store to purchase it on the product page: http://quixotic.adamantyr.com/ If you have questions, check the FAQ on my website for answers, and post here if you can't find what you need. I'll update the FAQ accordingly! Excelsior! Time to see how long before I have to release a new build...
  3. I release a new homebrew for the Atari Jaguar today, the game is called SpideX. It was originally released in 2019 for the Vectrex, however, I have re-worked all the graphics (now featuring raster graphics) The new game now also has a 2 player mode, and music by Rimsky-Korsakov, and Khachaturian. It can be ordered here: http://tjocktv.se/product/spidex-atari-jaguar/ Enjoy
  4. Hello fellow Atarians! Our game "Adam Is Me" as Christmas gift is available to download for free! 🙂 http://aim.atariscene.pl/ If you have any feedback, comments or questions, do not hesitate to ask. Wishing you all the best, Jakub 'Ilmenit' Dębski + the rest of the team!
  5. snakec.bin - - - - - Origin https://en.wikipedia.org/wiki/Snake_(video_game) Back in 2005 I did a routine for scrolling a line of text. Added a few bits to make a demo. It scrolls the text and reacts when you press fire, but otherwise stalls / stalled (wasn't brought any further).
  6. Thanks to the hard work of Anthony Beauchamp of 8-bit Unity, the version of 8-bit Slicks now has a #FujiNet version for the #Atari8bit! It works very well, and provides solid data on what we can do to make arcade games work better over FujiNet.
  7. The BAHA SOFTWARE group (a brand for collaborative efforts of BAKTRA Software and HardCore) from the Czech Republic presents its second game for Atari 8-bit computers named TRAIN. Train is a port of the Vlak game for IBM PCs from 1993 created by Miroslav Němeček. The Game You are a cargo train driver and your mission is to collect and load all items on the screen. For every item loaded, the train is elongated by one car. During the run, you must not collide with any obstacles or with the cars of your own train. When you load all items, a gate opens and you can proceed to the next screen. To win the game, you must finish all 50 screens. You also play for a high score. You begin the game with three lives. For each item collected and loaded, you are given 10 points. If you finish a screen, you are awarded 200 points for each remaining life. If you lose a life, 300 points is deducted from your score (a payment for the lost cargo). You get a new life for each 5000 points. The game ends when you lose all lives. A new game can begin from any screen you have already reached. System Requirements Atari 8-bit computer with 48 KB of RAM, one joystick.The stereo upgrade is supported, but not required. The game is NTSC tolerant. Credits HardCore: Idea, music, most graphics, screens Baktra: Code, sound effects, some graphics Utilized Hardware Comparison Vlak: 8086 (4.77 MHz, 1979), VGA (320x200x256, 1987), IBM PC Sound System (1981) Train: 6502B (1.77 MHz, 1978), ANITC+CTIA (1979), 2 x POKEY (1979) Screenshots Vlak (PC, MS-DOS, 1993): Train (Atari 8-bit, 2018): Download Train Download from the BAHA SOFTWARE's website (Czech): http://baha.webowna.cz/ Download Vlak The original game (run in DOSBox): http://www.retrogames.cz/play_487-DOS.php?language=EN
  8. #Atari8bit @Savetz has ported Adventure Intl's 3D-Tic-Tac-Toe to #FujiNet! It is on atari-apps.irata.online in the Games folder.
  9. minec.bin - - - - - I got sidetracked (again) and spent a few hours on making perhaps yet another version of Minesweeper for the TI. The link above tells you a little something about the game, rules etc. As of now you can't play it, but please do test and report. Version 0.1 is attached here: You can move the cursor around. And you can press 1, 2 or 3 to start / generate a new game. So obviously there's a few things to add. What I like is how relatively fast a new game is generated. The premise is, and pretty much has been with many of my efforts, stock TI, no memory expansion, and game on cartridge in a Atarisoft style of 8K or 16K ROM only. We're at 35% of 8K capacity, and plenty of room for saving bytes later if necessary.
  10. Finally my tiny tribute to Phoenix! Download it in various format from here: https://www.bleepbit.com/2020/12/27/phoenix-tribute-for-ti-99-4a-extended-basic-basic-compiler/ Bye
  11. Cosine Systems has released my game, Chiller 2! This is dedicated to Cosine's C&C, T.M.R who is still in hospital at the time of release. I desperately wanted him to play test and approve before release and feel bad about releasing it before, but this needs to go out now. Download includes game on a .d64 and .tap file plus all the source code and work files for graphics and music. Download here: https://csdb.dk/release/index.php?id=198231 Merry Christmas!
  12. Hello, I have just released an ALPHA version of my little summer project : a breakout style game written in assembly 68k for the Atari STE. This alpha release may work on other STs as I do not use the blitter and the DMA sound yet. It is functionnaly complete (no menu screen, only the game that start over after 3 balls) and is played with a joystick. Press any key on the keyboard to quit. The link above to the release give access to the prg file. The project page is there : https://github.com/sporniket/sporny-wrecking-ball Regards, and have fun.
  13. 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
  14. As many of you know, game coder Gorgh, from Agenda group, released not long ago his latest game „Literally”. There is not much information about its physical copy release on AA, so I would like to share it with you guys, and show what we are dealing with here. Game was published by Retronics this year and is 5th new game released from this company (along with Laura, Laura New Adventures, Come in 07 and Adam Is Me). „Literally” is literally (sic!) a motor racing game (similar to Speed King, although much better at the graphics and musics point of view, and it is much more playable title). As we find out from the description on the box: „In this game, taking place in Eighties, you play as Mark, a biker and an owner of a Polish-made WSK 125 motorcycle, as he crosses continents and, in various countries and weather conditions, races other motorcyclists. You can ride up to sixteen different tracks and compete with enemies from various countries. You must also dodge obstacles on the road, which could cause you to crash. In every stage, you must be the fastest to win and thus unlock the next racetrack.” „Literally” boxed edition comes in big glossy box, and contains: Cartridge with game and label. Colour game manual made from nice glossy paper. Motorcycle model (that can be chosen by order). The game is completely in English, also the manual and the description on box. Game works on NTSC machines, and need Atari XL/XE computer with 64KB of memory. The game was also presented on the Polish channel „Gramy na Gazie” by Larek and Borsuk. https://www.youtube.com/watch?v=AX8pM7B0kRE&t Authors responsible for this production: Kamil „Gorgh” Trzaska – idea, code, graphics Piotr „Piesiu” Radecki – additional graphics Michał „Caruso” Brzezicki – music Makary „Makary” Brauner – music Krzysztof „Kaz” Ziembik – history, manual Finally, let's add that the game retains the Polish spirit. Those more interested will find a bit more about the history of the automotive industry, here in Poland, in the old comunism era. The game is also a kind of tribute to the character of the Pole, Marek Michel, whom the greatest achievements were two trips he made in 1973-1974 on a WSK 125 type M06-B3 motorcycle. One to India and the other around the world. Additionally, the game features a bit of humor, as the names and descriptions of the competitors (different on each route) can make you laugh. One of our opponents will be Georgy (known from the tour to St.Petersburg), who, as we are informed by the game: „Never took part in orgy”. Those interested in physical copy release, can place orders directly at Retronics: [email protected] The game is available for $ 49 plus shipping.
  15. restc.bin - - - - - Below is an early XB game, also now known as "Restless I". Thread goes ahead and develops "Restless II", a game written in Assembly and released as a binary for cartridge. Move your ship left and right using the joystick. Shoot by pushing joystick up. 100 CALL CLEAR::CALL SCREEN(2)::CALL MAGNIFY(3) 110 CALL CHAR(64,"01010103070F001B376FDF00D47F1F03808080C0A0D000B8B4DADD0055FEF8C") 120 CALL CHAR(68,"0043AF19193F3F78073B72637339100001C2F42828F4F43AE0DCCEC6CE9C08") 130 CALL CHAR(72,"0103030301010101010100010100000180C0C0C08080800080808080008") 140 CALL CHAR(76,"000000107C3828000703117D39280000000020F8701040E0FCF8F0B01") 150 CALL COLOR(6,5,1)::FOR X=1 TO 20::CALL HCHAR(X,RND*32,76)::NEXT X 160 CALL SPRITE(#1,64,16,170,96,#2,68,16,10,96,2,0,#3,72,10,200,256) 170 CALL JOYST(1,X,Y)::IF X THEN CALL MOTION(#1,0,X*4) 180 IF Y=0 THEN IF RND>.8 THEN CALL MOTION(#2,1,RND*32-16) 190 IF Y THEN CALL POSITION(#1,Y,X)::CALL SPRITE(#3,72,10,154,X,-16,0) 200 CALL POSITION(#3,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3) 210 CALL POSITION(#2,Y,X)::IF Y>154 THEN CALL DELSPRITE(#3)::Y=1::GOTO 230 220 CALL COINC(ALL,X)::IF X=0 THEN 170 ELSE Y=2 230 CALL MOTION(#1,0,0,#2,0,0,#3,0,0)::FOR X=3 TO 16::CALL COLOR(#Y,X)::CALL SOUND(-300,-6,(X*2)-6)::NEXT X 240 CALL PATTERN(#Y,76)::FOR X=3 TO 16 STEP .2::CALL COLOR(#Y,X)::NEXT X::GOTO 160
  16. Hi gamers! The creators of software that helped me to make this game are: Radek "Raster" Sterba for Raster Music Tracker, Tomasz "Tebe" Biela for Mad assembler and Graph2Font, Avery "Phaeron" Lee for Altirra an Atari emulator (game was not tested on real hardware but it works! that how good this emulator is! ), Mark Schmelzenbach and Jakub Husak for EnvisionPC-Reborn 0.8.51 an atari font editor, Magnus Lind for Exomizer 3.0.2. Thank You software developers! Also thanks to: Zdeněk "PG" Eisenhammer for title and game songs, Petr "FLY" Svoboda for all graphics. For all that like games of this type You can download it here: Dr Sparkz https://atari.panprase.cz/?action=detail&co=6621 https://atari.panprase.cz/download.php?soubor=6621
  17. Wormhole 2000 (home brew) for the ATARI Jaguar: Very soon to be released on cartridge at: http://tjocktv.se/shop/
  18. Hi, I'd like to present you our new game, an entry in ABBUC Software Contest 2013 - Atari XL/XE conversion of the legendary ZX Spectrum title "Deathchase" (1983) by Mervyn Estcourt. After the Great War, the European continent is ruled by mighty warlords in constant conflict over territory. You are one of the elite mercenaries, Riders of the Big Bikes. It's a quick way to get rich - and the quickest way to die... You patrol your forest day and night, chasing and destroying enemy riders. You can only fire at target when you are close enough - your range indicator will flash when you are in range. It is said that the greatest reward is kept for the rider who can penetrate 8 sectors - you will need every ounce of skill to find out... Authors: Krzysztof "xxl" Dudek - code Adam Wachowski - game design, upgrade of the original graphics Jarosław "Odyn1ec" Wyszyński - all black&white pictures (including the title screen), making of the video Michał "stRing" Radecki - music http://atarionline.pl/v01/index.php?ct=nowinki&ucat=1&subaction=showfull&id=1378492628
  19. "Many years ago, a beautiful country lost all the money suddenly. It could be the poisonous spider's doing." Holy Sssnake, it's finally here! The website that nobody demanded! Supervision: handheld of the less fortunate www.diskman.com/presents/supervision If you're familiar with the Supervision, you're probably laughing right now. If you're not familiar with the Supervision... oh boy, are you in for disappointment. This website is the result of 15 years [!] of research and collecting, and today (Oct. 4th, 2018) is its world debut. I'm sorry. There's also lots of other nifty, geeky, classic gaming stuffs on the main site, which you may enjoy a lot more than this Supervision nonsense... www.diskman.com
  20. I just added US Games' "Name This Game" to my collection and it has me a bit puzzled. History First off history. Somebody came up with the idea for this game in 1982 and tried to offer it to Parker Bros. who had the video game rights for the 1975 film "Jaws". They lost the license and eventually it was programmed by somebody else and it got picked up by US Games. Without knowing what the game is, that "Jaws" bit is a little strange isn't it? Yeah, so the premise of the game itself is you are a diver who is defending a treasure from a giant octopus and a shark. That's really it. Over and over and over again. I'll be the first to admit, I'm not really sure how different the original idea was from what was created, but if it wasn't that different...how, exactly, is this a "Jaws" game? The main villain is the octopus. The thing is humongous. Takes up damn near the whole screen. So why the name? Why do we have a game about shooting an octopus and a shark to defend a treasure given the bizarre moniker of "Name This Game"? Well, we don't. It's actually called "Name This Game and Win $10,000". The Contest US Games' could not come up with a suitable title for this thing. Not really sure why, but according to Digital Press is apparently it had something to do with not being able to use the phrase "The Deep". I'm going to guess this was to not get into copyright issues over the name of the 1977 film "The Deep". If I may side bar for just a second, why not just go get the video game license for that then? Honestly. Why not? They already did that for the "Towering Inferno" and that did...ok I guess? I'm just saying the idea must have been floating around. Anyway...moving off the sidebar, the marketing department then had this brilliant idea of holding a contest to name this thing. The winner would get, all together now, $10,000 dollars! If anyone is curious, that would be roughly $27,000 today. That is a pretty significant chunk of change for a lesser known video game publisher to be throwing around. Luckily they had all that Quaker Oats money to throw around since they were owned by them. Yeah, that cereal company with the man in the hat...it was a weird time to be in video games is my point. So yeah, all you had to do was send in your form with your address and your title and send it in...as long as it adhered to the content guidelines. YOU BETTER NOT USE THE WORDS 'THE' OR 'DEEP' JOHNNY! All of this can be seen here: http://www.atarimania.com/game-atari-2600-vcs-name-this-game_7637.html The Game With No Name So we have this great contest attached to a mediocre game, not a bad game mind you, but decent. What could possibly go wrong? Well, how about an industry ending crash. Yeah, probably not the thing you want to have happen when you just released a game with a 10,000 dollar prize attached to it. This game came out in 1982 and the contest was supposed to be held at the end of April in 1983. This was the year (1983) when the entire video game industry was brought to its knees in an event called "The Video Game Crash of 1983" and a TON of companies were shuttered as a result. US Games was one of those. I'm guessing this probably had something to do with the fact that Quaker Oats wasn't all that happy that their video game subsidiary was losing money. Don't know that for sure, but that would be my guess. At this point I'd like to say that the contest was held, and little Tammy Jenkins from Germfask, MI won the $10,000 with her title "Miss Jenkins Party With the Shark and Octopus" which she used to go to college and made her family very proud. But I can't say that. No. I can't it because before the contest could be held US Games bit the dust and left "Name This Game" without a real name. Aftermath So what happened? Well, nothing. Not really anyway. Apparently the game was release in Europe as "Octopus" in 1983 after the release of the US version. Digital Press did hold a contest in 1994 (without the $10,000 prize I would assume) and the winning title was "Going Under" which not only described the game, but US Games as well. Way to rub it in. You can read more here:http://www.digitpress.com/video-game-guide/?mode=GameInfo&gameid=24144 But yeah, that really is all that happened as far as I can tell. Its a story of yet ANOTHER highly ambitious contest (Swordquest anyone?) that couldn't be completed because the video game bubble burst and crushed everybody's hopes and dreams. Well, that was sad, but this isn't over yet. My Last Question In my reading about this game, I couldn't seem to find what the final outcome of this contest was going to be for the company itself. In those rules up there it had to be a name that could actually be used as far as copyright goes. To me that says they would have actually named the game with the winning entry. My question is, would US Games have actually paid the expense and taken the time to design new manuals and labels to reflect this name change? I feel like they would have had to. What would the point have been otherwise? Just to sell more copies of a mediocre, generic game with a shark and an octopus? Actually yeah. It was probably that.
  21. I downloaded this game from tigameshelf.net. The disk version is supposed to auto load from extended BASIC. It loads part way and then quits with the LED on the TIPI solid on. I then have to use tipi:9900 to reset the TIPI before it will respond to the TI again. The load program has 3 lines. I have determined that the issue is in the end of the last line. 3 CALL LOAD(“DSK1.TST”):: CALL LINK(“RUN”) I loaded it in classic99 and it works there. There is also a file on the site with a bin suffix, I couldn’t get my FG99 to recognize it at all. Any ideas as to what is wrong?
  22. Hello Atari Age members Funny story - I am an american football nut (later coached football as an adult) and as a teenager in the 80's attempted to code a football game on my Atari 800. My vision was to build game that had somewhat realistic variations and outcomes based on the offensive and defensive plays that were selected, the trends of events in the game, etc. I was able to construct a basic shell- define the graphics, the layout of the screen, the core graphics approach, and a basic "prediction engine" that somewhat realistically produced an outcome of each play. For example, a nickel defense would provide better coverage against most passes, but may be vulnerable against a surprise run...or a blitz would have a greater chance of sacking the QB, but would leave some vulnerabilities in pass coverage if the sack didn't happen, etc. As a high school student, I drew out each formation, pass coverage, etc. and also produced a computer "AI" (if you can call it that) to pick the best plays depending on the game situation. I created the skeleton of the game, some run plays installed, no pass plays, and you couldn't actually play a game - you could play 3 or 4 downs and the game would stop because it was incomplete. This was in the mid-1980s...then life got in the way and I got too busy/lost interest in 8-bit programming as I went to college, etc. However, a couple of years ago (I'm now in my 50's!) I began to wonder if I could resurrect and complete the game. I managed to locate the original 5.25 diskette which luckily was in a plastic case, bought an interface cable, moved the code to my PC, got an emulator, and began trying to remember the code and approach I had started 30+ years before. To make a long story short, after a lot of re-training myself and looking at some old paper documents on the prediction engine, the game is complete. My kids and I have play tested it about 60 times. After 30+ years I finally got it done. The graphics, as you will see are rudimentary and laughable. However I do think we've achieved some interesting game play that makes it a kick to play. I've had games that were 50-7, others that were 7-6 dogfights, games that had 300+ yards passing with 4 touchdown passes, others where the pass game simply didn't click and it was a ground focused game. I'm about 50/50 against the computer AI. It's not perfect, but for folks who are interested in football strategy as well as Atari 8 bit games, it may be a little bit of nostalgic fun. The disk image is attached- the game itself is called "BOWL8BIT" and is written in Atari BASIC. Would love to hear any comments, good or bad, either on the football aspect or on the Atari aspect. Some interesting Atari coding notes: * People will recognize the graphics characters as a redefined character set - I wrote my own joystick-driven "INSTEDIT" type character editor as a teenager and used this to generate the code and data statements that form the shapes of the football players and graphics * I stole the code from some magazine (Antic, I think) to create the custom display list, with Graphics 0 at the top and bottom and the Graphics 1 mode which makes up the football field Game play notes: * You can choose a "long" or "short" game- in long games plays take 30 seconds of clock time each, in a short game plays take a minute of clock time each Best regards to all Atarians Mr. CTIA Final 2020 Football Disk.atr
  23. ♪ "Who's the leader of the club That's made for you and me O P C O D E G A M E S... Yeah, Opcode, yeah, Opcode Yeah, Opcode Game Club, yeah" ♫ COMING SOON...
  24. http://www.2600connection.com/features/parsec/parsec.html The game I wrote for the Atari 2600 is now for sale as a cartridge. Parsec 2600. It includes a nice booklet and a professionally created cartridge. it's a limited run for now. Cost $25. Click on link above. (SOLD OUT)
  25. I looks like I screwed up. A little while back I posted a blog about Harry's 40 column routine he created for the TI-99/4a. I also added a the game Civil War. After rechecking the blog I discovered the two files I posted were the wrong files. ACK! So, here are the right files and a little more. I have the T40XB utility on .DSK and my XBBOOT.DSK which included the T40XB on a menu along with TML & KXBII. And I have a directory with all the games I have posted so far. Here is the correct files. Downloads.zip
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