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NanoWing, PotHole, Fishy, and Bit Quest

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Hi AtariAge, I just was recently introduced to Atari 2600 development and wanted to share a few things I came up with...

 

BitQuest

An adventure-type game with a fairly large over-world along with some randomly placed dungeons to explore.

 

Fishy

A simple two-player competition to collect points and power-ups

 

NanoWing

A random "don't crash into things" space type game.

 

PotHole

Basically, driving in New England.

 

In any case, the games are attached and ready to go, along with some "labels" I made up. I'd also be happy to share any source code with anyone who's interested!

 

Have fun and let me know what you think. Thanks for letting me join in the fun on AtariAge. :)

 

 

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Hey, thanks!!!

 

Regarding the kernels - sure thing. NanoWing, Fishy, and PotHole all just use the standard batari kernel. Bit Quest uses the multisprite_bankswitch kernel. I think next time around I will probably use the DPC+ kernel, now that I see what it's capable of.

 

I'm going to try and put together some kind of manual for Bit Quest since there's a little more to it. In a nutshell, it's a "rescue the princess" type game, there's a sword and a few dungeons hidden throughout the world map. The locations of these are randomized based on the left difficulty switch. I'd love to get this one on a physical cartridge, with a manual and world map, etc.

 

Anyhow, thanks again, everyone :)

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Good game (bit-quets), I found the sword but not yet found the dungeons

 

Edit :  I found a dungeon but misses the key

 

edit(2) : I found the key and finished the game

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Chavert,  Good job finishing.

 

What difficulty did you complete the game on?  A or B?

I believe difficulty A gives random layout of the "WORLD"?  That should give us good replay, 

 

Just wondering..

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BitQuest is where it is at.  Nothing wrong with the other games, but BitQuest is the one that would be in my collection if it were released on a cart.  Definitely wants a manual though.  Sometimes I kill enemies and they drop a dot, sometimes this dot restores a heart (love the health meter) sometimes it does not.  Can snowmen be killed?  I was unsuccessful.  Occasionally while killing an enemy I get an extra long SFX but am not sure why or what it means.  Sometimes while wandering the world, just slashing my sword for the fun of it, the game makes a sound like I've vanquished an enemy when no enemy is present.  Wherefore?  I wish some of the gaps were a little bit bigger to make it less frustrating to fit through.

 

Love all the sprites.  Love the dungeons.  Love the landscapes!  Love the ending!

 

BitQuest is for real.  Well done!

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Cool, thanks so much for the feedback. I think for sure a good manual (and maybe a map) is the way to go. That snowman thing is annoying, I think it has to do with their height. As far as the health power-ups that get dropped - I haven't seen anything weird with those, I'll have to investigate.

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I was loving the idea of Bit Quest, so I made an overworld map.  However, in doing this, I realized how short the game can be. 

 

The sword is very close to the beginning.

The dungeon is very close to the sword.

The end castle/fortress is very close to the dungeon.

 

Synopsis:[spoiler]The sword isn't really neccessary, but even if you grab the sword, it's a matter of going a couple of screens to the sword, go straight for the dungeon a few screens over, grab the key, enter the fortress a couple screens away, and it's basically game over.[/spoiler]

 

Again, I love the idea.  You have some cool region variety with interesting landmarks, but there is nothing really leading the player to experience any of them.  You don't have to see the Sphinx, the giant snowman, the igloo, the volcano, or anything.  Not that I want to see you distracted from any other projects (Sand Castles is amazing), but it would be nice to see this expanded on and developed a little further.

 

Overworld Map:[spoiler][attachment=542438:BitQuest OverWorld Map.png][/spoiler]

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I was loving the idea of Bit Quest, so I made an overworld map.  However, in doing this, I realized how short the game can be. 

 

The sword is very close to the beginning.

The dungeon is very close to the sword.

The end castle/fortress is very close to the dungeon.

 

Synopsis:[spoiler]The sword isn't really neccessary, but even if you grab the sword, it's a matter of going a couple of screens to the sword, go straight for the dungeon a few screens over, grab the key, enter the fortress a couple screens away, and it's basically game over.[/spoiler]

 

Again, I love the idea.  You have some cool region variety with interesting landmarks, but there is nothing really leading the player to experience any of them.  You don't have to see the Sphinx, the giant snowman, the igloo, the volcano, or anything.  Not that I want to see you distracted from any other projects (Sand Castles is amazing), but it would be nice to see this expanded on and developed a little further.

 

Overworld Map:[spoiler]attachicon.gifBitQuest OverWorld Map.png[/spoiler]

Hey, thanks for giving it a spin! So you might be interested in knowing that the placement of the sword and dungeons is randomized (or not) based on the difficulty switch. The way you played it intentionally makes it easier/closer for players staring out. Try the game out on "A"/advanced... it should randomize everything (sword, dungeons) making the game a little more complex. The sword isn't required at all... I figure that gives more ways of playing (evade the monsters, do a pacifist run, whatever) Anyhow, that map is great! I've been meaning to put something like that together and make a proper manual. Thanks again for checking it out!

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...Try the game out on "A"/advanced... it should randomize everything (sword, dungeons) making the game a little more complex...

 

Good to know.  Thanks!  I'll definitely have to try that out.

 

 

Anyhow, that map is great! I've been meaning to put something like that together and make a proper manual. Thanks again for checking it out!

 

Glad you like it.  I didn't do the dungeons, since they don't branch off anywhere -- figured they didn't need a map.

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