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Found 204 results

  1. "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
  2. For those who don't frequent the 8-bit programming forum, the following was found in the "Mad Pascal Games" thread. ----------------------------------------------------------------------------------------------------------------------------------- Michael Jaskula: @Mikeee76, of Wasteland & Angry Betty fame, has release a new game written in Mad Pascal. It's a colorful platformer titled Betty's Issues.
  3. ♪ "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...
  4. I spent some long hours playing a game on my friend's Atari 800: A vertical-scrolling game where you fly a little (small sprite) helicopter down into some underground tunnels. Eventually the tunnels start flooding with water, and you have to get back up and out in time. Anyone else remember what this game was called?
  5. 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
  6. A while back I ported over my Mille Borne to AppleSoft BASIC on the Apple II line. I posted it on the Apple II section of Atariage for anyone who was more Apple II savvy to modify and the offer was accepted and a github improved version was created: https://github.com/micahcowan/a2millebornes/ Now I'm finally getting around to posting the new github v1.5. Some nice improvements were made such as inverse video to text based card game. v1.5 github posted below, enjoy. A2-mb15.dsk
  7. SupeReversion This is a Reversi game I got from some magazine a while back. It's probably one of the best looking Reversi games on any 8-bit computer with it's 3-D style board. I made some modifications such as changed how the pointer works, displays in several random colors, boots from Altirra disk and improved the game play a bit. To play press Option or Select to change player then Start key to start. There is a flashing square you move in 4 directions to the spot where you want to place your piece using the joystick. Press the joystick button to set then piece down. You can play human v. computer, human v. human and even computer v. computer. Enjoy SuperReverse-ALT.atr
  8. Here is the Star Trek game I posted in the very 1st post of this project blog. There it was a completion of several of the games I had posted as a kid to the TI99IUG. But it's such a neat little game I decided to make it it's own post. It's a real snap shot of the BASIC/XB program that was done back in the 80s. I made some minor updates but it's still essentially the same. It's a TI-BASIC program that was converted to TIXB. Some cleaver graphics and sound. Instructions included in the program. It self starts in XB. TREKXB.dsk
  9. 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.
  10. updated my Awari game for the Color Computer. You can now choose the background color to standard green, inverse green and orange. Simple addition to a simple little fun game. AwariV2.zip
  11. Here is MilleBorne version 3 for the Tandy Color Computer. There is a some improvements from the one I posted to colorcomputerarchive.com (v2), such as redrawing the screen faster and some bug fixes. still use 51 column utility for a wider longer screen. It made the translation of the program from other computers much easier. RUN"MB" to play. MBV3A.zip
  12. Another new project on AtariOnline.pl; binary available... Dude Story - WIP (Google Translated)
  13. 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...
  14. Original release: restc.bin Instructions: restless.ii.instructions.onepage.pdf Request. Aliens have colors: rest.color.c.bin Request. Stars in the background take a break. rest.ciro.c.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
  15. Wormhole 2000 (home brew) for the ATARI Jaguar: Very soon to be released on cartridge at: http://tjocktv.se/shop/
  16. Hi everyone, Anyone can help me with this? I wanna use 3 or more sprites in same screen, using the system of flickering, something like in Adventure, I don't know how to create something like a "corroutine" in this, so if anyone can help me, thank u.
  17. 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
  18. Titanium is my first game for the Ti-99/4A written purely in assembly language. The name is a reference to the C64 game Uridium - a favorite of mine - from which I have borrowed many ideas, and, of course, to the TI. The game engine and the graphics on level 1 are based on my half-bitmap mode, vertical scrolling demo. (I would like to do a proper port of Uridium for the TI at some point, but that should be based on a different technique for the scrolling.) The game requires a disk drive, a 32K memory expansion, and a E/A cart or similar to run it. To start the game, insert the disk in any drive and use E/A option 5 to run DSKX.TITANIUM. I have not tried it with a real floppy drive, but I expect it to work. The gameplay is very simple: shoot all the targets, e.g. pyramids, to reach the next level. Avoid the blinking spheres and the enemy ships. Use joystick 1 or S, D, E, X + space to control the ship. P pauses the game. I don't know if it's too easy or too hard - it's difficult to tell when you have tried it so many times. This is the first game I'm aware that’s using the F18A, but only to avoid the sprite duplication issue that exists in the old VDPs (9918A, 9928A) in half-bitmap mode. If an F18A is detected the program uses a standard half-bitmap mode with only one pattern table. If an F18A is not present it uses three pattern tables, but still only one color table. This eliminates the problem on the old hardware, but also lowers the frame rate because it doubles the amount of data that must be sent to the VDP. If you press F on the start page you can manually switch between F18A mode and standard mode. This allows you to see the sprite duplication problem in action on the old hardware, and can also be used to increase performance on MESS where the F18A is not detected (the F18A is detected in Classic99). I'm using Tursi's mod player for the music on the start page. I tried to compose my own music, but it ended up sounding very similar to the Blade Runner, so I decided to use that as my main theme. Within the game I'm using my own, simpler sound player and excerpts from Bach's 'toccata and fugue in d minor' - a reference to Gyruss, which is another favorite of mine. I consider the game in its present stage a beta version. I welcome suggestions for improving the gameplay, but major additions at this point are likely to slow down the game. For now I will fix any reported bugs and release the first version, and in a month or two when I regain some energy I may release a version 2. More levels/maps could easily be added without affecting performance. I include the full source code and data files. The maps were created using Magellan, the music using mod2psg2. Thank you to everyone who has helped me on this project. It has been very interesting and a great learning experience, and I think it demonstrates that there's still some potential left in the old TI. [Edit 14 Aug 2013] Added version 1.0 attachment. Titanium_1.0.zip. An XB loader is now included, and the E/A 5 file is called TITA. 64K bank switched (379) ROM image: Titanium3.zip
  19. 2019.12.29 I've found a bug, that only shows up in the disk version here at my end. I forgot to clear a memory location used for scoring. Files updated. blockc.bin block.dsk Filename: BLOCK - - - - - The idea will be to insert pairs of colored blocks into two piles, one on either side of the screen. Create a group of three or more adjacent blocks of the same color and they'll disappear, gaining you points. Pile up too many and you lose the game.
  20. 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!
  21. I'm a huge gba fan, it's easily my favorite system, but I've never gathered the collection up for pictures until now. I went with thumbnails over full size pics but most blow up quite large. First up is my AGS-101 Kiosk which sits on my phone stand. It's got Mario Tennis in it. I've been meaning to get more insert/demo combinations, but that hasn't happened yet. Next up is my wireless dueling set in a waterproof case. In there are two charging cables, a double charger, two flash carts, two wireless links and two custom re-cased two-tone AGS-101 models. Here are my Game Boy Micros and related accessories. The two 'budget pack' micro systems are both still sealed. Here are my other two GBA SP units. The black one is a 001 and the pink is yet another 101. With them are my flash carts. Somewhere around here I also have an FA128 and a parallel linker, but they went AWOL for the photo shoot. Here are my oldschool gbas. The white one is Afterburner modified. With them are some odd accessories. The two that are more rare are the 'GBA transverter' which attaches to the back and outputs a TV signal, and the 'Game Wallet' which loads flash carts from smartmedia through the link port. Both were used in an attempt at making a larger handheld with a tv out and joystick port (pre-gamecube gameboy player). I never made it a case, but it worked well and was sure fun to play: Here are my unlicensed games. 3 are sealed, which is odd for unlicensed games since most didn't come that way. The second pic is a close up of the pirates (which have neat labels), the third pic is hacks/homebrew. The kirby game is just a packaged up NES emulator that plays the first kirby game, and Blast Arena Advance is my only scratchbuilt homebrew cart (and it's awesome). Above are my standard commercial games--the games on the left are factory sealed. Of the sealed ones, I expect pocket professor and mazes of fate to become quite rare. Of the unsealed, Payback and Racing Gears Advance might increase in demand. I can't really imagine ever parting with any of them, though. And last but certainly not least, is my personal Game Boy Advance 'Holy Grail.' A NIB Visteon Dockable Entertainment Center with install kit. For those who have forgotten, this was a 10" portable dvd player which also played GBA games and came with a car dock.
  22. 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:
  23. 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).
  24. Hi guys, I completed this tribute to PENGO for our beloved TI-99/4A. Thanks to Ciro of the http://www.ti99iuc.it/ for the hard testing Download the game: http://www.bleepbit.com/2019/05/12/pengo-tribute-for-ti-99-4a/ I hope you have fun! Luca
  25. From the album: Miscellaneous

    This game. This is the primary reason I have not moved away from this particular phone, my venerable old Sony Ericsson C905a -- even though the USB port no longer works properly and sometimes it will not charge without taking a fiberglass cleaning pen to the contacts. PopCap's (now E.A.) "Bookworm" for Java J2ME. Truth told I plan to move to another C905a, one with a formerly AT&T motherboard so the AT&T system will recognize the IMEI as this one came from Rogers and I get all sorts of crap about it not being supported and what-not. But, even though I will move to the exact same phone, I have not yet figured out how to move an application's data from one phone to another. It appears to be encrypted and locked to the phone. This is known to be the case with text messages and emails stored on a data card (Sony M2,) and when moved to another phone the stored messages cannot be accessed and installed applications show up but are not operable. I have been playing this on-and-off for a fairly long time, probably around three years or so on this go. I generally do not play for more than about an hour at a time and mostly when somewhere I have to wait, but mostly and usually I use this to wind down before going to sleep. Once I get to the point it is difficult to form the words in my mind I exit the game, place the phone on its stand, then roll over and swiftly fall asleep. It is a fun game. But I cannot seem to lose anymore. Used to be it would get me in the decade-level millions of points with those damned burning tiles. But now it just cannot beat me. I have no idea what the high score is (or was, given its age,) or the highest level attained nor if there is even such a level. But I decided that once I reached level 1000 I would have to stop. Realistically using this phone is getting more difficult for the two reasons I mentioned prior: AT&T does not like this phone as the IMEI is unrecognized and therefor the network only indicates it as a 2G phone (though it is more,) and the proprietary FastPort is broken due to a very poor design†. Here I am. PopCap's "Bookworm," Level 1001, score of 501,575,820 points, and seemingly no end in sight. Time to put it down, I think. † In my prior experience with Sony Ericsson this is very disappointing and unexpected quality. The FastPort is a 12-pin port which provides USB connectivity, power input for charging as well as power output for powering devices (such as FM transmitter, noise-cancelling earbuds, and an amplified speaker stand,) stereo audio output and microphone input, and TV video output (sadly, only static images not motion video, but cool none-the-less given the vintage.) It is a surface-mount port with 12 solder tabs connecting the circuit board to the port's pins. Like most circuit board mounted ports there are also two supports built into the body on both sides of the port. Disappointingly on the C905a, and possibly other devices, these supports are not used. The port is not secured to the phone circuit board by anything other than the 12 solder tabs. Later if and when I have more time I may take pictures of this. Not that many people care but at least for posterity?
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