Jump to content
mojofltr

Mine Dig (Atari 2600)

Recommended Posts

Mine Dig (bB)

post-887-0-21501700-1482599156_thumb.png

Dig down into the ground to collect diamonds and rescue trapped miners. Avoid buried mines with the aide of your mine sensor:

Green - No mines within two spaces
Yellow - No mine within one space
Red - You are next to a mine, proceed with caution

Controls:

Reset switch - Reset the game
Fire - Begin game | Move to next stage
Joystick (4-directions) - Move our hero

Mine Dig has six randomly generated stages:

1. Basic
2. Collapsing Ground
3. Monster - moves randomly, steals diamonds, and buries tunnel
4. Limited Oxygen - pay attention to the air gauge
5. Monster - tracks player, steals diamonds, and buries tunnel
6. In the Dark

Credits:

batari, jwierer, Eliyahu, Random Terrain, RevEng, bogax, Mountain King, CaptainBreakout, KHAN, jnssilva, snjsilva, Del01, anothercollector, Herbalist, Mary, and my students who playtested the game in its earliest stages.

Mine Dig was built with batari Basic using the Visual batari Basic IDE. It is my first Atari game and, in its current form, only took 26 days to write - to the credit of the fine men and women listed above.

Gameplay video:

https://www.youtube.com/watch?v=QTQ85Rxxd94

ROM:

 

Mine Dig 30n.bin

 

Other games to check out:

Kuru Kuru Tsuchinoko: http://atariage.com/forums/topic/260492-kuru-kuru-tsuchinoko/
Danny: http://atariage.com/forums/topic/261378-danny/

Hunt The Wumpus: http://atariage.com/forums/topic/262944-hunt-the-wumpus-atari-2600/

No Touchy: http://atariage.com/forums/topic/263607-no-touchy-atari-2600/

 

Or, you can try some of my ancient & crappy graphics hacks:

http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=496050 Balloon Fight (Joust)
http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=496049 Q*Boing (Boing)
http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=496048 Deadly Dogs (Tron: Deadly Discs)
http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=496047 Alienated (Space Invaders)
http://atariage.com/forums/index.php?app=core&module=attach&section=attach&attach_id=496046 Hang-On (Enduro)

Edited by mojofltr
  • Like 7

Share this post


Link to post
Share on other sites

As mojofltr knows, I love this game. I did notice a potential bug today and would like to report it.

 

In the level where the oxygen gauge begins, I notice that the countdown to death seems to be based on the number of moves the player makes rather then actual time.

 

What this means is that if the player is about half-way down the screen and hasn't rescued the miner, the gauge changing color is the mark of death- since there is no way to get the miner and get back up to the entrance in less moves. If I am correct, the oxygen ticks down with each move the player makes, so it doesn't matter how fact you react. When the gauge changes color under those circumstances, death is inevitable, unless I'm missing something.

 

Mojofltr- you think it's possible to make the gauge based on a second-by-second timer, perhaps when it changes yellow the first time? That would make it possible for the player to save themselves and the miner if they acted quickly. What do you think?

  • Like 1

Share this post


Link to post
Share on other sites
Mojofltr- you think it's possible to make the gauge based on a second-by-second timer, perhaps when it changes yellow the first time? That would make it possible for the player to save themselves and the miner if they acted quickly. What do you think?

 

It is a possibility that I have considered. Right now, I am re-using the variable and code events that are used to trigger collapse. Personally, I like the move-based gauge because it requires the player to dig passages to air tanks and then decide whether or not to take the air tank or salvage it for the way back. I could make it so that it takes more moves for the gauge to depleted... or if the consensus is that the current method is yucky, I will take another look to see if I can find a variable to spare.

 

I like the feedback. ;-)

Share this post


Link to post
Share on other sites

I didn't see a mine in any of the screens in the video. I assume the possibility of an explosion exists?

 

You don't see the mine until you hit one. The color indicator red/yellow/green gives you clues where the mines could be.

 

post-3832-0-68608100-1483318079_thumb.png

  • Like 2

Share this post


Link to post
Share on other sites

Didn't work on Atari Flashback Portable. Need to try on Harmony. :D

  • Like 1

Share this post


Link to post
Share on other sites

Oh wow. This is beautiful. What a brilliantly difficult and fun game. I can one day soon buy this on a cart for my home consumption, yes, yes? It's all I can do to clear level 1. Major love for this one!

Share this post


Link to post
Share on other sites

We plan for the cartridge to be available from the Atariage store. CaptainBreakout, a brilliant artist, is working on the label. The man is very busy with a new baby, so it could be some time before the work is completed. He sent me some sketches and it will be worth the wait. :)

 

Until then... you may be interested in this: https://www.facebook.com/groups/Atari2600homebrew/permalink/254971394924034/

Share this post


Link to post
Share on other sites

Late to the party on this one but I like it. It's like Minesweeper meets Dig Dug meets HERO. Next time someone bad mouths bB games, show them Mine Dig.

 

Question on the green/yellow/red warning system - does that include diagonals? For example, if you're one diagonal away from a bomb will that show as red? Or is it yellow? You're one grid space away from the bomb but it's two moves so it's not precisely clear to me what the warnings mean.

Share this post


Link to post
Share on other sites

Heya mojofltr, don't know if you'll see this since this is an older thread but we'll be playing your game Mine Dig today on ZeroPage Homebrew's live Twitch stream at 2PM PT/5PM ET!!

 

We'll also be playing the homebrew games Marble Craze, Beeware (WIP) and Doodle Jump (WIP). Hope to see everyone there!

 

Livestream Twitch Channel: https://www.twitch.tv/zeropagehomebrew

New Games on Classic Hardware. RGB Modded Light Sixer through a Framemeister @ 60FPS!

  • Like 1

Share this post


Link to post
Share on other sites

Heya mojofltr, don't know if you'll see this since this is an older thread but we'll be playing your game Mine Dig today on ZeroPage Homebrew's live Twitch stream at 2PM PT/5PM ET!!

 

We'll also be playing the homebrew games Marble Craze, Beeware (WIP) and Doodle Jump (WIP). Hope to see everyone there!

 

Livestream Twitch Channel: https://www.twitch.tv/zeropagehomebrew

New Games on Classic Hardware. RGB Modded Light Sixer through a Framemeister @ 60FPS!

 

There is still a shortage on the chips need to make cartridge versions of this and Tremors. As soon as Albert can make the cartridges I will release Tremors. I have everything ready to go except for the carts.

  • Like 2

Share this post


Link to post
Share on other sites

It's a bummer about the chips. I mean, I enjoy the programming part more than the physical cartridge part, but I know that is a big part of the hobby for many others. I hope that the chips will become plentiful in the future.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...