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Better Late than Never !!!


TGB1718

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Back in 83, I was learning all I could about my nice new geaming Atari 800, as an exercise I decided to write a game.

 

The program is in BASIC with machine code for DLI and VBLANK routines, it uses player/missiles, custom display list etc.

 

Try it out if you want, all comments gratfully accepted, I did most of this before I got a disk drive, all that cassette saving/loading :((

A friend saw it and said he thought it might sell a few copies, hence the intro screen and cassette photo, but it never really happened.

 

Also it was written to run in 16K (without DOS), which I believe it does (only just).

The machine code is held in strings and copied into Page 6 by a small USR routine.

It was done this was to speed up start time and save memory, initially it was all DATA statements, but it took forever to initialise the game.

 

Please excuse the lack of logical program layout, remember this was my first real attempt at something difficult.

 

IMG_20191111_134543.jpg

 

Forget to say,

 

START = Spin the Reels

G = Gamble when offered or just press START to take the win

1,2,3,4 = Hold appropriate reel(s), then START to SPIN

C = Cancel Hold

 

FRUIT MACHINE.atr

Edited by TGB1718
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2 hours ago, TGB1718 said:

Forget to say,

 

START = Spin the Reels

G = Gamble when offered or just press START to take the win

1,2,3,4 = Hold appropriate reel(s), then START to SPIN

C = Cancel Hold

 

FRUIT MACHINE.atr 90.02 kB · 26 downloads

 

It'd be nice to know some basic rules on what combinations of icons are valuable. Is the game just looking at one row or all three? It just seems the gamble or hold comes up randomly for no reason.

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