+Omegamatrix #26 Posted June 27, 2013 I just wanted to say I always thought this game was a brilliant idea, and well presented with the mock up screens. I started coding it shortly after this thread started, but soon got loaded down with real life. I also realized it was just too big of a game to accomplish as each room is a game in itself, so it really would be the equivalent of 100 Atari games. A recent post made me think of the score routine I made in it. It was meant to hold the room number on the left, and a countdown timer on the right. When you got to your last minute the colon will start to flash. I had planned on putting a beating heart next to the room number. It would beat harder as the time left decreased, or if the player sprung a booby trap like stepping on a switch that released poisonous gas. Yeah, I had lots of ideas... on the first level I was going to make the key black, and have a "golden key" appear randomly in its place. If you picked up the golden key the tiles would start dropping from the floor, and the player would run to a door and start pounding his fists on it, because it wouldn't unlock. Finally the player would fall through the floor, and enter a second room which had a top view of a long vertical bridge. Here the player would again have to run as the tiles from the bridge would start dropping behind him. While running he would have to avoid darts coming in from the right and left. Finally he would reach a center "safe place" that was shaped like a skull, and there he would be tele-ported to another room. Anyhow that was going to be an Easter egg for that very 1st room. I'm not working anymore on this, and I haven't in years. Too busy with Circus AtariAge. Today though I remembered I had written this, and dug it out of the vault. You complete the first room, and run into the second through one of the side doors. Once there that's about it. I was still building the second room. The code is pretty crappy as I was going to shoot for speed writing a game per bank, linked with some common routines in other banks. It would have required a new bankswitching scheme to get all the rooms in, but the programming time wouldn't be wasted trying to crunch bytes. doors.zip 1 Quote Share this post Link to post Share on other sites
Syntaxerror999 #27 Posted June 29, 2013 Not sure howd you do that many different puzzle variations but you could do the same trick used in pitfall to create 255 individual rooms with the appearance of mapped out elements... Which in turn could specify different "modes" for each room. Quote Share this post Link to post Share on other sites
+Gemintronic #28 Posted June 30, 2013 The maze can all be procedural so I don't think size is an issue. I just can't think of puzzles and variations on those puzzles to be fun. Not saying it can't be done, though Quote Share this post Link to post Share on other sites
LightestEnd #29 Posted June 30, 2013 love the idea but how much replay value would it have once you solve all the puzzles? maybe have some arrows or critters to avoid after one complete pass. This would be a great project for someone wanting to leaan 2600 programming. (hint, hint) Like me, 6502 Here I come! Quote Share this post Link to post Share on other sites
Sprybug #30 Posted June 30, 2013 I think sometimes all you need to do is look at some popular, simple, quick and easy Flash games there are out there and how easy it would be to make them real Atari 2600 games. 1 Quote Share this post Link to post Share on other sites
Matthew #31 Posted June 30, 2013 Candy crush? Quote Share this post Link to post Share on other sites
Brian O #32 Posted June 30, 2013 I think it's great that this idea is finally getting kicked around after 2 years. I hope someone can make something of this. Omegamatrix, your bin file looks good so far. -B Quote Share this post Link to post Share on other sites