Wipeout for the Atari VCS? Let’s go! Might be not that fancy as expected but Retro Lord has put few efforts into it for sure.
In Dragon Defense by Tyler Frisbee, you assume the role of a wizard defending a castle wall against an army of dragons. Each time a dragon hits the wall or blasts it with fire, part of the wall crumbles. If the dragon makes it past the wall or you lose all 3 of your lives, the game is over.
By collecting mana potions (represented by the ball), you are able to cast four different spells. Each spell requires a different amount of mana points. You can cast a shield spell (0 mana points) by pressing the fire button, an attack spell (1 mana point) by moving the joystick to the right while pressing the fire button, a healing spell (4 mana points) which regenerates the 3 lives you begin with by moving the joystick to the left while pressing the fire button, and finally a spell which rebuilds any damage caused to the castle wall (8 mana points) by moving the joystick down while pressing the fire button. You gain a point for every dragon you kill.
http://atariage.com/forums/topic/235042-my-first-game-dragon-defense/
Cows is an Atari VCS game by winkdot. Its his first creation using bBasic. Go and fight the mutant cows!
http://atariage.com/forums/topic/233463-first-batari-game-cows/
Pinball games on a system such as an Atari VCS are not often seen. Alien Pinball by winkdot increases the numbers of such games for the good old Atari 2600. It’s still a in progress game, but the efforts should not be left unmentioned.
Guide Larry the Lemon to collect gifts while being haunted by an enemy. Coded by atari2600land.
Release notes:
I changed the look of the game. I don’t know if people will like it, though. Here are some pictures of the newer version.
#1 I thought the spelling of the game using the playfield pixels was boring and overused (I even did it in “Explosive Diarrhea”), so I went with this instead.
#2 Since I had to redo a few things, I had to change the background color in the game. It ended up being red. I didn’t pick red, but it ended up that way since I had to match another already determined value to save space. So this is what it looks like now.
#3 I wanted the score to be a Wide Latin-type font, so I changed that as well. I can change it back if it’s too unreadable. That’s very easy to do.
http://atariage.com/forums/topic/219174-larry-the-lemon-was-black-friday/page-3
In Tumulus by yllawwally you are an adventurer, out to stop the fiends coming from Tumulus. This game is inspired by Golden Axe.
Changes/Notes:
I don’t have much time to dedicate to it. But this will eventually get completed. New version. Now the sword disappearing on the far right is fixed. Pits should no longer override monsters, when overeyes is active. And a couple minor tweaks, that probably won’t be noticed.
In Tumulus by yllawwally you are an adventurer, out to stop the fiends coming from Tumulus. This game is inspired by Golden Axe.
Changes/Notes:
Fixed some of the screen size issues. I believe the only time the screen goes to 263 lines long, is for one screen, when you first start. The sky now only changes color, if the enemy is one you must defeat. Fixed the recently introduced bug of losing the horse if you were touching the horse, while you hit it. The potion no longer makes the opponents act as if they are hit. It simply changes their color, and reduces their life. This change helps with using a potion on a creature you can’t reach. This caused them to sometimes stay there forever, and you could never defeat them.
In Tumulus by yllawwally you are an adventurer, out to stop the fiends coming from Tumulus. This game is inspired by Golden Axe.
Changes/Notes:
Significant reorganization of code. Changing the way enemies are chosen. Switching to a routine to randomly choose enemies. For now, it simply increments through all the basic ones. This saves more than a 100 byes. This is probably the first version, that I think is playable. You can score points, and you can die. Remember to press fire to start.
In Tumulus by yllawwally you are an adventurer, out to stop the fiends coming from Tumulus. This game is inspired by Golden Axe.
Changes/Notes:
I hope you enjoy it, sodarun. If anyone sees any bugs, please post them here. I’m trying to stomp them out. A few more fixes, and improvements. Trees and pits no longer change color when you hit them, since you can’t destroy them anyway. Pits have returned, I improved the graphics a little. I have increased the shake with the eyes, and turned the pits back on. Potions now decrement when used. This one was completely my fault. At some point for some reason I can’t comprehend right now, I had put in code to randomly remove a potion when it was used, instead of always doing it. Don’t know what the hell I was thinking, putting that code it. But the offending has now been removed. The game now starts off paused, to play simply press the fire button. And now you can die as well. Removed a few bits of unused code. This is going to be an ongoing thing. I need to find some more space in the rom, for adding more monsters. Still need to create 2 more bosses, and figure out how to fit them sprites into the ROM. At some point I’m going to create a routine to set up the levels. I don’t have the room for the levels. This will also make replay a little more entertaining. Enjoy the new version. Also need to fix the bug that causes extra lines when you touch a boss.
In Tumulus by yllawwally you are an adventurer, out to stop the fiends coming from Tumulus. This game is inspired by Golden Axe.
Changes/Notes:
The potion no longer damages the player. Touching a boss, no longer causes an extra line. Number of potions is now a max of 5. Still trying to figure out why when you touch a regular enemy sometimes the screen becomes 261 lines instead of 262? I haven’t tried this out on a regular TV, yet. I don’t know if you would even be able to tell this happens. Also, it seems that the number of potions doesn’t always decrease when you use them.