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Space Raid (2600)


nanochess

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Hi everybody.

 

For years I've wondered why one of my favorite games got a so bad adaptation to Atari 2600, but it was because of limitations or because of lazy programmers?

 

So I wanted to do a full-fledged game as allowed by my programming abilities and as far as I could push the hardware.

 

I've decided to stay inside the 4K-limit and also I intend to not "abuse" of flicker.

 

So here it is a preview version I've programmed since last week, bug-ridden, some features lacking (like tune up difficulty) and still no collision with enemies or bullets :), the only way to lose a life currently is by fuel running out. Otherwise than that it is very close to my idea :D

 

Enjoy it!

 

Feel free to comment about it. Another thing, I only have tested with Z26 and I don't have tested it in real hardware, so surely it can fail miserably.

 

You now can reserve your cartridge/box copy http://atariage.com/forums/topic/218894-interest-check-space-raid-2600/

Edit 9: latest 8K NTSC/PAL version in post #113 (Nov/21/2013) http://atariage.com/forums/topic/217250-space-raid-2600/page-5?do=findComment&comment=2871420

Edit 8: older 8K NTSC/PAL version in post #108 (Nov/09/2013) http://atariage.com/forums/topic/217250-space-raid-2600/page-5?do=findComment&comment=2863278

Edit 7: older 8K NTSC/PAL version in post #93 (Oct/28/2013) http://atariage.com/forums/topic/217250-space-raid-2600/page-4?do=findComment&comment=2855575

Edit 6: older NTSC/PAL version in post #80 (Oct/12/2013) http://atariage.com/forums/topic/217250-space-raid-2600/page-4?do=findComment&comment=2846467

Edit 5: older PAL60 version in post #68 (Oct/06/2013) http://atariage.com/forums/topic/217250-space-raid-2600/page-3?do=findComment&comment=2842700

Edit 4: older NTSC/PAL version in post #63 (Oct/05/2013) http://atariage.com/forums/topic/217250-space-raid-2600/page-3?do=findComment&comment=2842275

Edit 3: older NTSC/PAL version in post #55 (Oct/05/2013) http://atariage.com/forums/topic/217250-space-raid-2600/page-3?do=findComment&comment=2841972

Edit 2: older NTSC/PAL version in post #38 (Oct/03/2013)

Edit: older NTSC version in post #12 and PAL in post #19

nanochess_space_raid.bin.bin

Edited by nanochess
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Please DO flicker for the barriers screens. They do not look like screens.

In all my imagining how to do this, I never thought of something this good!

Notice how someone rants about "the 2600 can not do isometric well" and then Zaxxon and Q*Bert get made?

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Please DO flicker for the barriers screens. They do not look like screens.

In all my imagining how to do this, I never thought of something this good!

Notice how someone rants about "the 2600 can not do isometric well" and then Zaxxon and Q*Bert get made?

 

What are the barriers screens? Thanks for your kind words.

 

Nice start!

 

 

 

Thanks!

 

Shadows to judge the height would be very helpful.

 

True! I forgot completely the shadows for the tracking missile and the big robot.

 

That's an excellent start - keep up the good work!

 

Very much appreciated! I hope to finish most of it this week.

 

Very, very cool! Love the 3D perspective. Great arcade sounds. Has an awesome early 1980s feel to it.

 

I passed Yesterday several hours testing sounds combinations until my ears were satisfied, I'm glad you liked the result!

 

Actually I have around 512 bytes free, after collision implementation I hope to optimize it and I've a small list of enhancements I want to do :)

 

BTW if someone could test in real hardware that could save me some time ;)

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Barriers / screens

This thing.

 

 

I see! I've done something about that :)

 

Well guys, here is another version I've crafted this afternoon :D, now player explodes when touches enemies or bullets.

 

Also I've polished various minor details and solved a handful of bugs. There is now difficulty level selection (using switch for player 1, easy and hard, in hard the enemies shoot more often) and reset button support. 8)

 

This is closer to a final version, I've less than 100 bytes free.

 

I'll appreciate greatly if someone can test in real hardware. I'll do myself this test but I need to build some hardware and dismount a cartridge, and this takes some time :)

nanochess_space_raid_ntsc.bin

Edited by nanochess
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Well done, Nanochess!

 

Is it possible to make the black levels more galaxy like?

 

Planets and asteroids (like you did with the graphics in the blue fortress levels) instead of the white dotted lines.

 

Perhaps a different title?

http://www.atarimania.com/game-atari-2600-vcs-space-raid_18973.html

 

Zonnax or something like that.

 

8)

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Actually I meant shadows in the initial scenario. This reminds me too much at my trouble (I hated that scenario ;)) with the original "Zaxxon". Even though there was a height indicator.

 

Also, when switching to the surface, the objects and the lines do not move in sync. This looks like either the objects or the lines are floating on the surface.

 

Keep up the good work! :thumbsup:

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This has great potential as played on Stella. I agree with everyone's comments regarding 'shadows' in the space section. Personally, I'd prefer the space section to be scrapped as is and just make it another surface. You could keep it black and make out like your flying over the surface of the Deathstar a la Star Wars!

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Looks and plays nice :)

Maybe you could trigger HMOVE every line and then get rid of the enemy's plane ghosts and the twiggling dots?

Takes some getting used to match the plane's height but I guess that's the point of the game :)

 

Thanks! I'm very tight in the kernel area, I'll check what I can do.

 

Well done, Nanochess!

 

Is it possible to make the black levels more galaxy like?

 

Planets and asteroids (like you did with the graphics in the blue fortress levels) instead of the white dotted lines.

 

Perhaps a different title?

http://www.atarimania.com/game-atari-2600-vcs-space-raid_18973.html

 

Zonnax or something like that.

 

8)

 

I'm glad you like it! Currently I'm very constrained but I've been thinking in a kind of scrolling space background.

 

I think I'll keep Space Raid, after all the other title using it is a Taiwan cooper.

 

Actually I meant shadows in the initial scenario. This reminds me too much at my trouble (I hated that scenario ;)) with the original "Zaxxon". Even though there was a height indicator.

 

Also, when switching to the surface, the objects and the lines do not move in sync. This looks like either the objects or the lines are floating on the surface.

 

Keep up the good work! :thumbsup:

 

Ah! finally I understood you. There is no much that I can do... I'll think about it.

 

This has great potential as played on Stella. I agree with everyone's comments regarding 'shadows' in the space section. Personally, I'd prefer the space section to be scrapped as is and just make it another surface. You could keep it black and make out like your flying over the surface of the Deathstar a la Star Wars!

 

Thanks. I appreciate your opinion.

 

My suggestion is make 2 heights, up (for hit airplanes) and down to destroy things in the floor. So you don't need to worry about intermediate heights, if you press up, you know you're in the airplane area.

 

I think the current state is more fun than having only 2 heights.

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I think I'll keep Space Raid, after all the other title using it is a Taiwan cooper.

 

Also Rainbow Vision and Suntek used this title:

http://www.atarimania.com/game-atari-2600-vcs-space-raid_12335.html

http://www.atarimania.com/game-atari-2600-vcs-space-raid_12818.html

 

Both official releases.

 

Keep up the good work!

 

This could very well become the Zaxxon we all wanted for the VCS.

 

8)

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