Atari 2600 News
GoSub2 (Build 80) (A2600 Game)

atariland2600 has updated his game GoSub2.

Changes:

+Added 3 new mazes.
+Changed the title screen so the pfblocks spell out “GOSUB 2”.
+Changed the way to get to the Easter egg. Now you hold down the select switch until you see an arrow. Then use the arrow to ‘click’ on the shark using fire. By the way, if you click on the octopus, something else will happen. Right now, the ending shows up, but I’ll change it to another Easter egg.
+Also, if you get over 9,990 points, 4 submarines will show up where the score is.

http://www.atariage.com/forums/index.php?showtopic=111854&st=100

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Squish Em (06-12-2007) (A2600 Game)

vdub_bobby has updated “Squish Em”.

Release notes:

Update!

Biggest change is the music! All four musical cues are in: beginning a game, starting a new life, reaching a new level (i.e., every 16 floors), and grabbing a suitcase. Though the new-level music comes in one floor too early. Also got the background wah-wah-wah-wah sound in as well. These sounds translated very well from the A800, I think they sound pretty good.

I played around with the pocka-pocka sound for when you are moving/climbing, but I couldn’t get it to sound right and I can’t quite figure out how they get that exact effect in the A800 game – I found the notes for that but I can’t find where or how they vary the volume (or?) to get the “pocka” sound. I’ll keep digging.

I also fixed the collision detection, now you won’t die if you hit a suitcase/bonus item from underneath.

Source and binary are attached in the zip file.

EDIT: I almost forgot! The legs-up and dying/falling sounds are in as well. They also translated very well, especially the legs-up sound. The dying one not so well, though it’s close enough that I’m cool with it.

Basically, I’m running into two problems with translating the sound: First, the Atari 800 pure tones are divided down from 64 KHz (is that exact?) while the 2600 pure tones are divided down from 31.44 KHz. So it’s sort of close to half the frequency, so if I divide the frequencies in half then the result is pretty close. Of course, when I divide the frequencies in half I also lose a bit of precision, so it I’m losing accuracy in two ways. The other problem is that the A800 can divide it’s base frequency by 1-256, while the 2600 only can divide by 1-32. This hasn’t been a problem as much as I thought but, for example, the falling/dying sound is not nearly as smooth on the 2600 since if I change the frequency as fast as the A800 does I quickly run out of frequencies! I might look into some trickiness with switching to a different AUDCx value to get some lower frequencies, but I think it sounds OK right now so it isn’t a priority.

http://www.atariage.com/forums/index.php?showtopic=117452

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Squish Em (03-12-2007) (A2600 Game)

vdub_bobby is working on a new game for Atari 2600 – this time “Squish Em”.

http://www.atariage.com/forums/index.php?showtopic=117452

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George (Build 2) (A2600 Game)

atari2600land started to work on a new platformer called “George”.

Release notes:

Here’s a game I’m working on called George. It’s basically a platformer game, and, IMHO the best one I’ve made so far. I think I’ll keep working on this alongside GoSub 2. You get infinite lives because there’s 8 levels, each with about 30 screens. Press down to crouch and up to jump. Haven’t found a use for fire yet (maybe pause perhaps?) All the levels will be based on various bodily functions (Mountain of Poop, Phlegm Phorest, Sea of Pee, etc.) This version only goes to screen 6 of level 1. I hope you like it. Level 1 has a rolling smiley face which you can hop on for a ride (in some cases you need to get on it), but don’t let it mow you down or else you’ll start at the beginning of the level.

http://www.atariage.com/forums/index.php?showtopic=117504

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GoSub2 (Build 78) (A2600 Game)

atariland2600 has updated his game GoSub2.

Release notes:

Latest changes:
+ Changed the title screen a whole lot. The shark and octopus are swimming in it.
+ Centered the “GoSub 2” sprite better.
+ Added 4 mazes.

I’ll think about implementing what Gambler suggested (I’m not promising anything. It’d have to be a lot more mazes to make, though. I kind of want a steady stream of mazes without having to change the stream (which would take more time to program.)

http://www.atariage.com/forums/index.php?showtopic=111854&st=100

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GoSub2 (Build 76) (A2600 Game)

atariland2600 has updated his game GoSub2.

Release notes:

Added 4 new mazes, one of which has two exits (51), another one has two paths partway and meet at an intersection near the end (50). So now there’s 52 mazes so far, I’ve made it half-way to my personal goal of 100.

http://www.atariage.com/forums/index.php?showtopic=111854&st=100

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GoSub2 (Build 75) (A2600 Game)

atariland2600 has updated his game GoSub2.

Release notes:

Changes:
-When you lose a life, the enemy on screen changes color to yellow.
-Added 3 more mazes
-Opened the Easter egg back up
-Loosely defined what’s in each bank:
Bank 1 – Title screen info
Bank 2 – main game
Bank 3 – main game
Bank 4 – mazes
Bank 5 – Easter egg
Bank 6 – mazes
Bank 7 – maze info
Bank 8 – mazes (empty so far.)

http://www.atariage.com/forums/index.php?showtopic=111854&st=100

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Bee Ball v7.0 (A2600 Game)

LS_Dracon has updated his game Bee Ball 2 times recently and is not at version 7.

Release notes:

Ok another update :

– AI fixes
– Net is 2 lines lower
– 100% of rom space used.

People, as no more rom space, the game is finished!

Sorry to not use all of ideas posted here, I’m novice programmer, and don’t have a good skill to explore at maximun the 2600.
Originally this game was to be single player, with no button use.
Entire game was re-coded 2 times, and every single code (movement, collisions, button moves, animations, ball, kernal, AI etc…) was rewrite at least 3 times!
90% Of codes in this game I never use before, the true only sprite draw and a bit of animation I already had study. The fractional movement, 48 bit sprites, repositioning multiple objects, music, AI etc… is completly new for me.

I need say thanks for everyone who tested this game, and give-me feedbacks.
Thanks to Albert, Nathan Strum, SpiceWare, Impaler_26, BlackJack, rheffera, Alex_79, R-Type2600, Cybergoth, espire8 and all people from Atari Age forum

Special thanks to Michael (SeaGTGruff) he post nothing in this topic, but help-me in the first bug I fond, in prototipe version. This game I started to code in Dez/06 so 1 year working on it, I need some days of vacation :p

Just for curiosity, in fist post I told this game was created by one friend. He create the main game concept (that is, bee using raquets). This port to Atari 2600 is very different, in original the bee don’t use button, you can’t do a stroke or block. Don’t have a Bee Judge serving balls and other things. But the interesting, this friend create this concept based in a mosquito character I create in 2003. I draw some sprites and he use some elements in his game. I don’t have the original game anymore, I lost it, but I found a SnapShot, see the image below. 🙂

http://www.atariage.com/forums/index.php?showtopic=109531&st=125

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Waterskier v0.3 (A2600 Game)

Fort Apocalypse updated his Waterskier game for Atari 2600.

Release notes:

0.3 – has enemies different for each level 2 trees, 3 buoys, 1 tree, 3 man eating plants (for level 1-4).

Will try to add sound and minigame for next version. Would definitely like to look into superchip features in future version.

Let me know what you think. I can still make you die after missing 3 cans if you’d like. I also thought about adding a jetskier that tries to cross your path, but that may be too frustrating since the skier can’t turn quickly.

http://www.atariage.com/forums/index.php?showtopic=117201

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GoSub2 (Build 74) (A2600 Game)

atariland2600 has updated his game GoSub2. It’s now at build 74.

Release notes:

Added two more mazes. Also, if you touch an enemy for too long (about 1/3 of a second), you lose a life.

http://www.atariage.com/forums/index.php?showtopic=111854&st=100

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