Atari 2600 News
Doctor (A2600 Demo)

Thanks to trilobit the Atari 2600 is richer of one more high quality demo. Amazing effects for a pretty limited hardware, a must see!

http://www.pouet.net/prod.php?which=51961

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Brix (Build 7) (A2600 Game)

atari2600land updated his game Brix.

http://www.atariage.com/forums/index.php?showtopic=116722

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Ball-Crip (A2600 Game)

blueterrance had to make an Atari game for his embedded games class. Result is Ball-Crip which is a 2 player only game. The point is to knock the ball into the other person’s goal.

http://www.atariage.com/forums/index.php?showtopic=132759

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Armageddon Complex v0.8 (Atari 2600 Game)

A sci-fi adventure game by jrok set on a space station filled with evil mutants and robots. Your goal will be to locate the station’s death ray and disable it before the bad guys use it to destroy mankind.

http://www.atariage.com/forums/index.php?showtopic=131950&st=0

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KC Munchkin (Build 2) (A2600 Game)

New game for atari2600land…

Quote:

Right now I’ve got KC and three ghosts. Only problem is that the three ghosts move in unison, but I want them to move independently from each other randomly across the maze (randomly for now, at least.) My questions are these: Why are they moving in unison, and how do i get them to move independently?

http://www.atariage.com/forums/index.php?showtopic=133394

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Zombie Chase (Atari 2600 Game)

A binary of the BATARI Basic sample game Zombie Chase.

http://www.atariage.com/forums/index.php?showtopic=132344

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Small Demo (A2600 Techdemo)

Release notes from Phry:

Hello there.
(sorry for my bad english)
That is my third atari 2600 project. Its an attempt to create a demo. The source is very big and i think it can be optimized. Can somebody tell me how i can create this effect without writing every frame as a new playfield?

Thanks a lot!

http://www.atariage.com/forums/index.php?showtopic=131876

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Armageddon Complex v0.2 (Atari 2600 Game)

A sci-fi adventure game by jrok set on a space station filled with evil mutants and robots. Your goal will be to locate the station’s death ray and disable it before the bad guys use it to destroy mankind.

Release notes:

I went with 32K supercharger and the standard bB kernel here, so I can try to squeeze in as many variables as possible. Here’s what I have so far:

– A game world with four rooms, arranged horizontally
– Two types of playfield objects: Walls (which you bang into) and Teleporter Pads (which you use to teleport between decks)
– The Player character can move left and right, duck and use a Teleporter Pads by pressing fire when he’s standing on one.
– Two monsters roam the upper and lower decks. For now, they just move in one direction until they hit a wall, then turn around. Both monsters are “persistent” in that their position in the game map and their collisions are constantly tracked. So, when a monster bangs into a wall in the unseen room next door, he will still turn around and head back the other way.

Since this is my first attempt at a homebrew, feedback and ideas (EDT: and bug reports!) would be greatly appreciated. I’m also documenting my development process at my atariage blog, and will continue to post new mini-builds there as I go forward.

http://www.atariage.com/forums/index.php?showtopic=131950

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Dungeon (RC4) (A2600 Game)

Dungeon is a dungeon game for Atari 2600.

Release notes from s0c7:

F4 should work. Dungeon doesn’t use a SuperChip.

I believe I have discovered the cause of the remaining jitter. This version should (hopefully) remedy that once and for all (be sure to let me know if you see any and what was going on at the time).

Thanks to everybody who has helped root out all the little annoying glitches along the way!

http://www.atariage.com/forums/index.php?showtopic=127378&st=50

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Juno First (RC2) (A2600 Game)

Juno First is intended to be an Atari 2600 port of the arcade game of the same name. Naturally the Atari 2600 version requires some significant simplifications, but the main elements are there. 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).

Release notes:

Many thanks to everyone who has been testing my game. Here is the second release candidate, which contains the following changes:
The grey high-score table is now slightly lighter (when an AtariVox/SaveKey is not used).
Pressing up/down on the joystick during the title screen will change the starting wave (unless the right difficulty switch is set to A).
The wave number speech now increases to a higher pitch.
The description of “continue mode” in the manual has been updated.

I will be very grateful for testing by people who own AtariVox/SaveKey units. For some reason the game isn’t saving the high scores when I use my AtariVox, although it works fine with my SaveKey and with Stella. I suspect that my AtariVox may have a bad EEPROM, or there is a bad connection.

Thanks,
Chris

http://www.atariage.com/forums/index.php?showtopic=125269&st=275

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