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Showing results for tags 'score'.
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Another experiment with the music player. I imagine sounds like something that might play aftera game ends, maybe. Feel free to use it anywhere you want. Mode 0 , 0,0,0,0 Wait Print At 0 Color 7 , "It is over" Print At 80 Color 4 , "Press top side" Print At 100 Color 4 , "button to" Print At 120 Color 4 , "restart music." Print At 160 Color 1 , "Press bottom side " Print At 180 Color 1 , "button to exit." Wait Play Full Wait Play mymusic Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play mymusic If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 235 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off mymusic: Data 4 Music G2Y , - Music S , - Music S , G2Y Music S , S Music G3 , S Music S , S Music S , G3 Music S , S Music B3 , S Music S , S Music S , B3 Music S , S Music G4 , S Music S , S Music S , G4 Music S , S Music G2 , S Music S , S Music G2 , G2 Music S , S Music G3 , G2 Music S , S Music S , G3 Music S , S Music B3 , S Music S , S Music S , B3 Music S , S Music G4 , S Music S , S Music S , G4 Music S , S Music G4 , S Music E4 , S Music D4 , G4 Music B3 , E4 Music A3# , D4 Music A3 , B3 Music G3 , - Music F3 , - Music E3 , - Music D3 , - Music A2# , - Music B2 , - Music G2 , - Music S , - Music G3 , - Music S , - Music B3 , - Music S , - Music G4 , - Music S , - Music Stop
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- intybasic
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Hey all, I was perusing my old issues of Odyssey Adventure tonight {I've got 2}, and I couldn't help but return to something I discovered some time ago, but haven't had a chance to explore further. {More on this in a second} Now, at the outset, at risk of ridicule, I always thought, and still think {within reason of course}, all things considered, .... That U.F.O. is the Greatest game of all time!!! OK, let's move on from that. I've fared pretty well on this game over the years, and I finally conquered my childhood high score {it's now 901}. But, with my strategy I find it to be more a test of patience and focus, trying to always be ready to flee that unexpected death ray that could come at any moment, and I have always found that the one thing holding it back from the echelons of greatness in many other peoples' minds is the lack of the ability {or a trick if you will} to aggressively and consistently go on the attack against that dreaded and sometimes wholly unfair Starship. Well, back to the discovery, there was a guy name Shawn Watson {High Score - 11,090} who clearly must have discovered that trick. I just can't believe someone could get a score like that without being able to confidently go on the attack against that starship. I may not have the reflexes of a kid, but I've tried to figure this ship out, and I can do it 5 or 10 times or so, but that thing will always win in short order. Well, if there is anybody else out here {and I'll go to the Videopac.nl site soon as well} who likes this game too, and thinks they know the "trick" {Note: A video would be worth a 1000 words} or knows this Shawn Watson guy , then me and perhaps 1,2 or many others will be most interested in hearing. I've also attached some tips from Odyssey Adventure in case it helps someone enjoy this game more {that one from Krista Cugno could maybe stand some explaining or further investigation though}. Sorry for the length, but I'm too tired to proofread it down. Thanks for any thoughts.
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From the album: Atari 2600 Gameplay on YPbPr Component
My high score on Atari 2600's Vanguard. This is on my modded Atari 2600 4-Switch Woodgrain console using YPbPr Component output using Tim Worthington's 2600RGB Mod kit installed.© SavyIsJoshoArts aka Activision Man
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Hey, I was playing a rom of dragonfire on this site: http://www.2600online.com/ And noticed a few things. Fireballs don't register as hitting the player if he just has the corner of his foot covered by the tower on the bridge when facing left, and won't register when body is partially covered while facing right, The Dragons in the castle can't, or rarely are able to hit you if you run to the farthest end of the left side of the screen in the first 3 stages. Is this just a (rom) thing? Could be useful if not. Thanks for reading, -Justin
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- game
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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? -
Hello everyone, Here is a character editor for developers Atari 2600. Create your styles and generate the ASM files you can include in your Batari programs. Works only on Windows. Link : http://www.baptiste-bideaux.com/datas/atari/atarifontdesigner-1.0.0.4.zip Bye.
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This one is rougher than most, but still recognizable. burgers.basburgers.rom Mode 0 , 0,0,0,0 Wait Print At 0 Color 7 , "Burgers!" Print At 80 Color 2 , "Press top side" Print At 100 Color 2 , "button to" Print At 120 Color 2 , "restart music." Print At 160 Color 3 , "Press bottom side " Print At 180 Color 3 , "button to exit." Wait Play Simple Wait Play Burgers Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play Burgers If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 235 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off Burgers: Data 4 Music - , - Music E5Y , - Music S , - Music F5 , - Music S , - Music F5# , - Music S , - Music G5 , - Music S , - Music G5# , - Music S , - Music D5# , - Music S , - Music G5# , - Music S , - Music D5# , - Music S , - Music F5# , - Music B6 , - Music A5# , - Music G5# , - Music F5# , - Music F5 , - Music F5# , - Music F5 , - Music F5# , - Music S , - Music B6 , - Music S , - Music F5# , - Music S , - Music B6 , - Music S , - Music F5# , - Music S , - Music D6# , - Music S , - Music F5# , - Music S , - Music D6# , - Music S , - Music E5 , - Music S , - Music C6# , - Music S , - Music D5# , - Music S , - Music B6 , - Music S , - Music E5 , - Music S , - Music C6# , - Music S , - Music D5# , - Music S , - Music B6 , - Music S , - Music E5 , - Music S , - Music F5 , - Music S , - Music F5# , - Music S , - Music G5 , - Music S , - Music G5# , - Music S , - Music D5# , - Music S , - Music G5# , - Music S , - Music D5# , - Music S , - Music F5# , - Music B6 , - Music A5# , - Music G5# , - Music F5# , - Music F5 , - Music F5# , - Music F5 , - Music F5# , - Music S , - Music B6 , - Music S , - Music F5# , - Music S , - Music B6 , - Music S , - Music F5# , - Music S , - Music D6# , - Music S , - Music F5# , - Music S , - Music D6# , - Music S , - Music E5 , - Music S , - Music C6# , - Music S , - Music D5# , - Music S , - Music B6 , - Music S , - Music E5 , - Music S , - Music C6# , - Music S , - Music D5# , - Music S , - Music B6 , - Music S , - Music E5 , - Music S , - Music F5 , - Music S , - Music F5# , - Music S , - Music G5 , - Music S , - Music G5# , - Music S , - Music D5# , - Music S , - Music G5# , - Music S , - Music D5# , - Music S , - Music F5# , - Music B6 , - Music A5# , - Music G5# , - Music F5# , - Music F5 , - Music F5# , - Music F5 , - Music F5# , - Music S , - Music B6 , - Music S , - Music F5# , - Music S , - Music B6 , - Music S , - Music F5# , - Music S , - Music D6# , - Music S , - Music F5# , - Music S , - Music D6# , - Music S , - Music E5 , - Music S , - Music C6# , - Music S , - Music D5# , - Music S , - Music B6 , - Music S , - Music E5 , - Music S , - Music C6# , - Music S , - Music D5# , - Music S , - Music B6 , - Music S , - Music - , - Music - , - Music - , - Music - , - Music - , - Music - , - Music - , - Music Repeat
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It goes out of tune in a couple of places, but the melody is recognizable. Mode 0 , 0,0,0,0 Wait Print At 0 Color 7 , "We Wish" Print At 80 Color 4 , "Press top side" Print At 100 Color 4 , "button to" Print At 120 Color 4 , "restart music." Print At 160 Color 1 , "Press bottom side " Print At 180 Color 1 , "button to exit." Wait Play Full Wait Play mymusic Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play mymusic If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 235 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off mymusic: Data 7 Music C5Y , - Music - , - Music C5 , - Music - , - Music C5 , - Music S , - Music F5 , A3Y Music S , S Music F5 , S Music G5 , S Music F5 , S Music E5 , S Music D5 , S Music S , S Music D5 , F4 Music S , S Music D5 , S Music S , S Music G5 , S Music S , S Music G5 , S Music A5 , S Music G5 , D4 Music F5 , S Music E5 , S Music S , S Music E5 , S Music S , S Music E5 , S Music S , S Music A5 , F4 Music S , S Music A5 , S Music A5# , S Music A5 , S Music G5 , S Music F5 , S Music S , S Music D5 , A3# Music S , S Music C5 , S Music C5 , S Music D5 , S Music S , S Music G5 , S Music S , S Music E5 , D4 Music S , S Music F5 , S Music S , S Music S , S Music S , S Music C5 , S Music S , S Music F5 , G4 Music S , S Music F5 , S Music S , S Music F5 , S Music S , S Music E5 , S Music S , S Music S , A3# Music S , S Music E5 , S Music S , S Music F5 , S Music S , S Music E5 , S Music S , S Music D5 , G4 Music S , S Music C5 , S Music S , S Music S , S Music S , S Music G5 , S Music S , S Music A5 , C4# Music S , S Music G5 , S Music G5 , S Music F5 , S Music F5 , S Music C6 , S Music S , S Music C5 , A4 Music S , S Music C5 , S Music C5 , S Music D5 , S Music S , S Music G5 , S Music S , S Music E5 , D4 Music S , S Music F5 , S Music S , S Music S , S Music S , S Music S , S Music S , S Music Stop It's almost ready for a snow level.
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- intybasic
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Another work in progress. Mode 0 , 0,0,0,0 Wait Print At 0 Color 7 , "Greensleeves (1)" Print At 80 Color 4 , "Press top side" Print At 100 Color 4 , "button to" Print At 120 Color 4 , "restart music." Print At 160 Color 1 , "Press bottom side " Print At 180 Color 1 , "button to exit." Wait Play Full Wait Play mymusic Wait Goto PlayLoop PlayLoop: Wait If Cont.B0 Then Wait : Play Off : Wait : Play mymusic If Cont.B1 Then Goto ExitThis If Cont.B2 Then Goto ExitThis Wait Goto PlayLoop ExitThis: Wait Print At 235 Color (Rand and 7) , "Bye." For spinWait = 0 to 5 Wait Next Play Off mymusic: Data 5 Music - , - Music - , - Music A4Y , - Music - , - Music A4Y , - Music - , - Music A4 , - Music S , A4Y Music C5 , S Music S , C5 Music S , S Music S , S Music D5 , S Music S , D5 Music E5 , S Music S , E5 Music E5 , S Music F5 , E5 Music E5 , F5 Music S , E5 Music D5 , S Music S , D5 Music S , S Music S , S Music B4 , S Music S , B4 Music G4 , S Music S , G4 Music G4 , S Music A4 , G4 Music B4 , A4 Music S , B4 Music C5 , S Music S , C5 Music S , S Music S , S Music A4 , S Music S , A4 Music A4 , S Music S , A4 Music A4 , S Music G4 , A4 Music A4 , G4 Music S , A4 Music B4 , S Music S , B4 Music S , S Music S , S Music G4 , S Music S , G4 Music E4 , S Music S , E4 Music S , S Music S , S Music A4 , S Music S , A4 Music C5 , S Music S , C5 Music S , S Music S , S Music D5 , S Music S , D5 Music E5 , S Music S , E5 Music E5 , S Music F5 , E5 Music E5 , F5 Music S , E5 Music D5 , S Music S , D5 Music S , S Music S , S Music B4 , S Music S , B4 Music G4 , S Music S , G4 Music G4 , S Music A4 , G4 Music B4 , A4 Music S , B4 Music C5 , S Music S , C5 Music S , S Music S , S Music B4 , S Music A4 , B4 Music S , A4 Music G4# , S Music S , G4# Music G4# , S Music F4# , G4# Music G4# , F4# Music S , G4# Music A4 , S Music S , A4 Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music A4 , S Music S , A4 Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music A3 , S Music S , A3 Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music A2 , S Music S , A2 Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music S , S Music Stop
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What happened to the SNES High Score Club? It's not listed with the other high score clubs on the main page. I see that it finished up its first season back in February. Does anyone else, besides myself, have any interest in continuing it? There's loads of great games that would be fun for a points challenge.
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I saw a cool video about Carnival that made me want to play it and post some high scores so I thought I would share: <iframe width="560" height="315" src="https://www.youtube.com/embed/QyLKtVp1HNg" frameborder="0" allowfullscreen></iframe>
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In my code, I have if score=0 then goto P1WINS, and earlier the score is equal to 3000 and subtracts by 1 in the main loop. When I start the game, instead of waiting for the score to equal zero, it starts off at the P1WINS unless I remove the if score=0 then goto P1WINS code. Thanks for the help.
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From the album: high scores
new record (bests 3rd in the world unofficially) 467,680 asteroids deluxe. pat hebert dec 3rd 2013