In Anthony Luna‘s game Hunger Shark you navigate a hungry shark desperately in the search for food! But be aware… you are not the king of the sea, you do have enemies as well.
Release notes:
-Removed Vertical and diagonal drift
–This has the added benefit of freeing a ton of space, I kept horizontal drift (that never completely stops) because of many shark species tendencies to never stop swimming. Vertical and diagonal drift didn’t add much to the game. Along with a small speed boost to the shark the movement feels more ‘unique’.
-Treasure Spawns now last twice as long.
-As a result of a ton of removed code saved for movement, the game is, as far as I’m aware, 100% stable in scan line count.
Anthony Luna possibly has seen the movie “Jaws” quite too often. In his game Hunger Shark for the Atari VCS you are a hungry shark desperately in the need of human flesh, yumyum! But you do also have enemies such as the coast guards! Live and Let Die!
Money Man by Byte Knight is a rather new Atari 2600 game, released end of October 2013 and constantly updated. You play a Sailor that runs around and collects money, avoiding Hellkats and Terry Dactyl. Bombs drop out of the ceiling that turn into eggs that eventually hatch into enemies. If you can grab the eggs before they hatch, you can chuck them at your enemies.
Changes:
With RevEng’s help, I made the jumping much more player-friendly.
Money Man by Byte Knight is a rather new Atari 2600 game, released end of October 2013 and constantly updated. You play a Sailor that runs around and collects money, avoiding Hellkats and Terry Dactyl. Bombs drop out of the ceiling that turn into eggs that eventually hatch into enemies. If you can grab the eggs before they hatch, you can chuck them at your enemies.
Palomino is a puzzle game for Atari 2600 by Seemo.
The playfield is continuously scanned by a vertical beam, that periodically deposits cells in the playfield. The player has to arrange these cells to form the pattern shown on the top of the screen. To form the patterns, the player controls a cursor that can pick up and release the cells on the playfield. When the vertical beam meets a pattern, it removes the cells that form the pattern from the playfield, and the player scores points. Each pattern has to be composed eight times before the timer, represented by the bar on the top left of the screen, expires.
Changes:
– now the playfield has a gray background color (this made me tweak the colors… for a change)
– I have added a ‘message’ area, between the playfield and the score, that says ‘press fire’/’get ready’/’game over’/’oh yeah’ (when a pattern is cleared)