Category: Atari 2600
Juno First (Beta 6) (A2600 Game)

Juno First is intended to be an Atari 2600 port of the arcade game of the same name. The visual style of the game is similar to Beamrider, but it plays quite differently. The awesome sprite graphics were created by Nathan Strum, and the the excellent title music was created by Erik Ehrling (moderntimes99).

http://www.atariage.com/forums/index.php?showtopic=125269

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Steam Tunnel Bob (15-05-2008) (A2600 Game)

The main goal is to get to the mine car. Find the steam valves to turn off the steam flowing out of pipes. Press the button on the steam valves to enable/disable steam from a particular pipe somewhere in the maze (but you’ll need to find out what pipes are being impacted). Avoid the construction worker. If he sees you, you’ll lose a life. Touch steam and you’ll lose a life. If you run out of time, you’ll lose a life, and the value of steam valves will reset.

http://www.atariage.com/forums/index.php?showtopic=125621

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Toobin (Build 9) (A2600 Game)

Developer “atari2600land” is working on a new game, check out all the information you need at it’s release thread.

http://www.atariage.com/forums/index.php?showtopic=125355

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QBert (29-04-2008) (A2600 Game Source Code)

jbs30000 has released the source code of his QBert remake for A2600.

http://www.atariage.com/forums/index.php?showtopic=124726

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QBert (26-04-2008) (A2600 Game)

jbs30000 has updated his QBert remake for A2600.

Release notes:

I’m thinking of making a couple of improvements in the future, but for now, the game is complete.

I fixed the little mistakes that were in there and added the following:
1) When QBert or Coily fall to the bottom of the screen, there’s a “thud” sound effect.
2) When a round first starts, there’s a brief pause. I did this because I found that if I accidentally jump off of a bottom cube,
then when Qbert reappear at the top, he sometimes jumps off of the top too, and giving the game a brief pause where it can’t
read the joystick seems to help.
3) The game is harder than I thought, so QBert starts with 9 lives instead of 3. I did this because I had a hard time thinking of
how to make the game award extra lives at certain scores. If 9 lives isn’t enough I can make it start with more.
4) Pressing the Reset button puts you back to the Animation that plays when the game is first started, or after you lose all your
lives.

Well, there’s probably more but that’s all I can think of. Let me know if you find any bugs and I’ll fix them.

http://www.atariage.com/forums/index.php?showtopic=124726

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QBert (24-04-2008) (A2600 Game)

jbs30000 has updated his QBert remake for A2600.

Release notes:

I said I wasn’t going to post any more updates until I was finished with my QBert game, but after re-writing the code, from scratch (literally) over and over again (something like 5 times or so), and getting this far, I just had to post an update.

Coily is now in the game. I made him move half as slow as QBert because since the pyramid is smaller than the arcade or 2600 version, Coily could catch up to QBert very quickly when he moved at full speed. He still can cause problems at his slow speed though, and when I’m finished with the game there will usually be 2 enemies on the screen, so that will make things harder still.

http://www.atariage.com/forums/index.php?showtopic=124726

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Adventure Game (Cave In) v2.17 (A2600 Game)

Atarius Maximus has udpated his “Adventure Game” aka “Cave In”.

Quote:

David Exton has been hard at work on a label for Cave In, and his final version looks fantastic. Take a look here: http://www.atariage.com/forums/index.php?automodule=blog&blogid=248&showentry=4769#comment9609

I’ve been testing the game again today, and everything is looking good. I made one minor change to the difficulty levels, you now start out with the gun in game one and never lose it. The gun upgrade room is still in that level, however the upgrade will never appear since you’ll never need it. I now need to start working on updating the instruction manual, as the most recent version I posted is now out of date – several things have changed.

Here’s a quick review of the difficulty level differences:

Default options – shots cannot fire through walls, enemies will die after attacking 7 times, shield can be used to kill enemies when you have no gun – just press the fire button when you’re on top of them.
Gameplay Notes: Enemies will not drop a gun for you in Games 2 & 3 until after you’ve found the gun for the first time. You cannot exit a locked cave until after you’re in possession of the crown piece.

Game 1 – Beginner
enemies move at normal speed and never have a fast attack
no health reduction when changing rooms
keys are always hidden in the same rooms
You start out with your gun, and you will never lose it.

Game 2 – Intermediate
enemies move at normal speed with occasional fast attacks
1 point health reduction when you change rooms only after you are down to 3 health blocks left
key locations are randomized
You start out with no gun – you will have to find it.

Game 3 – Advanced
enemies move at top speed all the time
1 point health reduction when you change rooms at all times
key locations are randomized
You start out with no gun – you will have to find it.
falling rocks in the locked caves will fall twice as fast

There are just a few minor issues that I know are still in the game, that will likely not be fixed – mostly due to space issues. There’s less than 20 bytes free now out of 32k, changing anything now is very difficult.
Enemy explosions are not red when you’re in posession of the shield.
If you drop the shield inside the inivisible maze, it changes to the wrong size when dropped. There is no effect on gameplay.
The healthpack/gun upgrade may appear in unaccessible location – I’ve minimized the probability of it happening, but it might happen sometimes.

No more updates are planned for the game now – please post if you find any more bugs. I’ve tested the latest version of the game on my CC2 and everything seems to work fine. I know of two other issues that were reported when I was working on this back in February: getting stuck in a wall, and the bullet remaining on the screen as an unmovable dot that disappears after you leave the room. Hopefully those bugs have been elimintated, as I’ve not been able to reproduce them in this version. Of course, I had an extremely difficult time reproducing them back then too.

Edit: I posted a minor revision (v217). Unless any more bugs are found, this will be the final version.

Steve

http://www.atariage.com/forums/index.php?showtopic=108757&st=275

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Library of Doom (Build 5a) (A2600 Game)

Atari 2600 game coder “atari2600land” has updated his rather new homebrew game “Library of Doom”.

Release notes:

As of now, no, you can’t move down. If the bookshelves are scrolling too slowly, I can speed them up if you’d like. They do speed up considerably once you reach 100 points, though.

Here’s the latest version. Last one of the day. Now bookshelves are dangerous, and if one scrolls into you, you lose a life. Also, the shooting has been perfected.

http://www.atariage.com/forums/index.php?showtopic=124517

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Library of Doom (Build 4) (A2600 Game)

Atari 2600 game coder “atari2600land” has updated his rather new homebrew game “Library of Doom”.

Release notes:

Thanks for taking the time to write the minikernels, Mike. I really appreciate it. Here’s the latest version. This includes the ability to shoot downwards, and changes the game screen to white. I still have some work to do on this game, but I want it all to fit in 4k.

http://www.atariage.com/forums/index.php?showtopic=124517

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Incoming v1.0 (A2600 Game)

Ben Larson has released the “probably” final version of his game Incoming.

http://www.atariage.com/forums/index.php?showtopic=124328

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