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Space Invaders?


Steve Mynott

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While basically agreeing with Rybags I can see that Deluxe Invaders is very good. It's true to the original spirit and isn't too much of an upgrade.

 

Apple Invaders looks very close to the original although it suffers from the usual "bit corruption" issue due to being an Apple port.

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224 x 256 resolution.  It could be done in narrow mode 256 x 240 such that the AR is preserved and most of the display is present.

 

Arcade uses about 32 lines for score/status stuff which we could condense down a bit to compensate for the less available vertical resolution.

It also uses a scabby 2 MHz 8080 so a line by line translation would probably work without slowdown - though of course graphics mapping is probably different to a big degree.

 

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How about...

 

- Space Invaders, the 5200 conversion

(most-likely done by Glenn, the 5200 man) ?!?

Galactic Chase ? (Stedek, more like Galaxian)

Laser Strike ? (Stedek) 

Atari Invaders (pre-release of Deluxe Invaders?)

Wavy Navy ? (more like Galaxian)

Space Blaster

Gorf ? (multiple games/levels, one level is like Space Invaders)

- other Invaders

 

There is also [Atari] BAS[ic] Invaders, but this one is awfully slow and always ends with an Error at line after some seconds (tried it with Atari Basic and after several tens of seconds got the error, tried it with Altirra Basic, now playing speed is better, but the error comes much sooner, with TB XL playing speed is good, but the error comes very soon)...  maybe someone can fix this ?!?

 

BASINVAD.zip

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4 hours ago, Steve Mynott said:

While basically agreeing with Rybags I can see that Deluxe Invaders is very good. It's true to the original spirit and isn't too much of an upgrade.

 

Apple Invaders looks very close to the original although it suffers from the usual "bit corruption" issue due to being an Apple port.

I think Apple Invaders has the potential to be the best version but it needs the speed adjusting to slow down the single invader to make it playable, possibly the code runs fast as it is not processing all the other invaders...

 

The single firing hacks of one of Atari or Deluxe or 5200 invaders (somewhere on the programming forum) also offer better gameplay - the others all suffer from just holding the button in and getting under the bottom row invaders.

 

 

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4 hours ago, CharlieChaplin said:

How about...

 

- Space Invaders, the 5200 conversion

(most-likely done by Glenn, the 5200 man) ?!?

Galactic Chase ? (Stedek, more like Galaxian)

Laser Strike ? (Stedek) 

Atari Invaders (pre-release of Deluxe Invaders?)

Wavy Navy ? (more like Galaxian)

Space Blaster

Gorf ? (multiple games/levels, one level is like Space Invaders)

- other Invaders

 

There is also [Atari] BAS[ic] Invaders, but this one is awfully slow and always ends with an Error at line after some seconds (tried it with Atari Basic and after several tens of seconds got the error, tried it with Altirra Basic, now playing speed is better, but the error comes much sooner, with TB XL playing speed is good, but the error comes very soon)...  maybe someone can fix this ?!?

 

BASINVAD.zip 21.57 kB · 4 downloads


Pretty cool version!  Pity it ends with error and the shooting is pretty laggy.

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Try the [a] alternative version - boot it without Basic and it should present a menu. Looks like this is written in (uncompiled?) Advan Basic. In the menu press A to load the game...

 

The other ATR does not work, but it contains a dir. and files accessable from DOS 2, the CAS and COD files were most likely extracted from this ATR (the CAS file is NOT a PC generated .CAS file with typical Fuji header)...

 

Space_Invaders_2008.jpgSpace_Invaders_title.jpg

Space_Invaders_game.jpgSpace_Invaders_Over.jpg

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19 hours ago, Rybags said:

Problem is, it needs all the vertical res it can get, and really there's no benefit to be had running it in a GUI.

There's only 200 pixels height in the GUI; but I really see that as no problem. Space Invaders is a perfect candidate for pushing the data sections off to the side. With that, there'd still be enough room for a game menu (hidden during game play), while maintaining all the exact arcade vertical spacings -- which is not the case for the 100% vertical layout I did above.

 

"No benefits to be had running it in a GUI"? I guess you mean no advantage over what could be accomplished graphically in a non-GUI version, with full control over the screen, DLI's, etc. (like I was demonstrating above); agreed there; but, they'll be plenty of other benefits to having games available in the GUI, such as multitasking (paused game in the background waiting), standardized menus and dialogue boxes (for options, etc.), mouse control (for menus and dialogues, etc.)... and hi-res games are an obvious prime target.

 

624309881_nooutline(menu)-scaled.thumb.png.69507db011b10d0c902c8c784d6e5072.png

 

291633238_nooutline(nomenu)-scaled.thumb.png.7e84df932c0b31df5825f19875b16cf4.png

 

Edited by MrFish
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