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Found 5 results

  1. I’m back with a new homebrew game, where you fend off a viral infection to hopefully build ‘Immunity!’ You play the role of parts of the human immune system, in which you can fling antibodies from a ribosome, and if you neutralize an infecting virus, you can direct a macrophage to gobble it up. But watch out, if any virus finds its way to your cell membrane, it can find a place to latch on, which will increase the viral load and decrease your health! Clear enough viruses from one tissue type and your point of view will switch to another, in the sequence: lung, mucus membrane, bone, muscle, brain, and artery. Within each tissue type, you will find the virus mobility differs, adding challenge to your task. In this demo version of the game, you gain some antibodies each time you clear a virus and additional antibodies each time you clear a tissue type. Completely clear all infecting viruses before you run out of antibodies to win immunity. But if you run out of antibodies with the infection still present, or your health drops to zero, there is a deathly Game Over. Take care lining up antibody shots, as the cell membrane pores continually cycle between being wide open and more closed. This ‘demo’ work-in-progress version of the game is an 8K ROM that I hope you enjoy and help me improve by reporting bugs, gameplay issues, or ideas for the future. I do have a few ideas already to add flourishes to the title screen and main gameplay screens in the demo version. I also have ideas for a ‘full’ version of the game with a second gameplay mode with different kinds of action and strategy. Eventually, if this comes together as I envision, I hope it will be worth making available as a boxed cartridge with printed manual here through Atari Age! Controls: Immunity uses the Left joystick. Press fire (as prompted in the title screen) to begin gameplay. Move the cell’s ribosome Left or Right with the joystick. Press Fire to fling an antibody up, hopefully striking a virus and neutralizing a portion of its outer spikes (which will change color from dark red to yellow to indicate neutralization). Viruses have six zones of spikes. Hitting a virus when it is farther from the cell membrane will cover more of the zones with one antibody ‘shot’, three zones for the farthest, two zones for the mid-distance, and only one zone per antibody when the virus is low and close-in. Note: a flung antibody will be slowed dramatically if it hits the cell membrane or more solid parts of the surrounding tissue, and you cannot fling another antibody until the current either hits a virus or reaches the top of the screen. When a virus is completely neutralized and all spikes are yellow, push Up on the joystick to switch control to a macrophage, which will aligned vertically with the virus. Then use the joystick to direct the macrophage left or right toward the virus,. The macrophage will ‘chomp’ as it moves. If you you engulf and trap the virus by positioning the macrophage directly over it, press the Fire button to completely dissolve the virus and automatically switch control back to the ribosome. Or if you choose, you can switch back to the ribosome without clearing the virus yet by pulling the joystick Down. The game supports (B)eginner and (A)dvanced game options via the Left Difficulty selection switch. In Beginner mode, the viruses move significantly slower, and there are fewer viruses per tissue and overall to clear. The Reset switch will directly take you back to the title screen. Scoring: Whether you’ve won immunity or met an untimely death, when the game is over, the screen will alternate between the title/game over screen and the final gameplay screen, which will allow you to see what your final health level was and how many “breaths” you took before winning or loosing. The breath count is based on time, but when you run out of antibodies, your health percentage is added to your breath tally. Health starts at 96% and rises each time a tissue is cleared, up to a maximum of 99%. Each time a virus latches into a cell membrane, health is lost. Up to three viruses will latch within a tissue type. Each latched virus will replicate into four additional viruses when the tissue type switches. Other gameplay notes: You can fling antibodies “through” (around) latched viruses. Completely neutralized viruses cannot latch into the cell membrane. Only one virus can sweep across the cell membrane at a time looking for a latching site, so if a second virus is present, it will not fully descend until the first virus is either eliminated or latches on. Preview video: A slightly buggier version is demonstrated on my Odysee channel. Let me know what you think! I hope you enjoy my game theme in our current times! imm_proto_0_6.bin
  2. I finally decided to announce something that I have been working on: Heofonfīr. (O. E. for Heaven Fire) Genre: Space Shooter (Vertical) Levels: 5 I was thinking about Sting's Baroque spinoff called Baroque Shooting, and decided to do something similar for the 7800. So, I decided to re-read Steve Engelhart's 7800Basic tutorials, and started to code. However, I hit numerous roadblocks during the process, such as figuring out how to do vertical scrolling, enemies that attack, power-ups, bosses, endings, and other things not covered in the 7800 Basic tutorial. To prove that I am not pulling people's chains, I'll even post some of my graphics. Update: Functioning ROM file can be found in the last two posts. After loading it up in your favorite emulator, push fire and try it out. Update 02: The latest version of the ROM can be found in the latest post.
  3. Working on the graphics for a future Electric Adventures release for the MSX, Spectravideo and ColecoVision, a port of Kangaroo in the arcades. Quite a decent multi-screen platform game, that I always enjoyed back in the day. Different aspect ratio, so the layout can't be perfect, but I think this captures the feel of the game so far. More detail to be added to the greenery sections and of course sprites for our main player character, little Joey and Naughty Monkeys to follow. Original arcade screen for reference: More updates to follow...
  4. THEY'RE HERE! WHAT ARE YOU GONNA DO? visit www.wave1games.net to order your copy today! The time has come! SAUCER WARS for the Atari Jaguar and Jaguar CD formats is finally available to order! I want to thank everyone who was involved in this project as it has become something I am really proud of! I really poured my heart and soul into this release and the folks who were involved in the playtesting did a great job as well! Jason Greene who did the artwork for the comic book and helped mold the storyline also did a phenomenal job as well! This is really something everyone involved with can be proud of! I also want to thank SainT for his assistance in making the game incompatible with the Jaguar SD device! What's Included? Jaguar Cartridge Version: *Saucer Wars Alien Green Cartridge *Saucer Wars Comic Book by Jason Greene *Instruction Manual *Controller Overlay *Jaguar Commercial Release Sized Saucer Wars Box *Clear Jaguar Game Box Protector Jaguar CD Version: *Saucer Wars Game Disk *Saucer Wars Comic Book by Jason Greene *Instruction Manual *Controller Overlay *New DVD Style Case Product Description: In Saucer Wars you take on the role of scientist Milo Marslender. Your mission is to stop an alien invasion of Earth with your home made laser turret prototype. The aliens use special rifts in space time to get to our planet faster. Your laser turret has accidentally tuned into the alien forces signal. A timer on your laser turret will count down to zero. Once your timer hits zero a new rift in space time will open up, transporting you and your laser turret to another location! Keep taking out the alien forces until you can reach the alien homeworld and destroy their Queen. It's up to you Dr Marslender, now get out there and save humanity! Below are a few pages from the 10 page comic book, as well as a few screenshots!
  5. So, I made a game for the Vectrex some time ago called 'Circus Vectrex' that was supposed to be just a tongue-in-cheek take on the classic 'Circus Atari' game. At one point I was thinking about polishing this game off, as it was, and releasing it as a cartridge. I never did get around to it as the cost was a bit high for me at the time, and the game had a bit too much drift on some of the testers Vectrex. Although it seemed fine on mine? Since then I've had a few people tell me I should make the start jump and in-game jump mechanic more like the Atari game and release it. So I've come to ask for, and would appreciate, some honest answers from people who are likely to know both systems. Do you think this game is good enough / worth attempting to convert so it plays the same as the 'Circus Atari' game? I've added a short video (sorry no sound, my bad) and an online playable link below so you can get an idea of the game. https://drsnuggles.github.io/jsvecx/?rom=Circus Or have a look on my (old) blog: http://garrysgamingblog.blogspot.com/p/programming-projects.html Thing is I now have 10 spare eproms to do this with, as I've decided to use a writable chip with the full version of my 'Trapped' proof of concept game. (If it ever gets done) So do you honestly think it's a worthwhile project or not (I've more projects than time just now ) and your opinion would be welcome.
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