├── README.md
├── anguna.bin
├── anguna.png
├── anguna.txt
├── bitquest.bin
├── bitquest.png
├── bitquest.txt
├── bitquest2.bin
├── bitquest2.png
├── bitquest2.txt
├── dkarcade2600.bin
├── dkarcade2600.png
├── dkarcade2600.txt
├── emr.bin
├── emr.png
├── emr.txt
├── emrii.bin
├── emrii.png
├── emrii.txt
├── fishy.bin
├── fishy.png
├── fishy.txt
├── flappy_the_duck.bin
├── flappy_the_duck.png
├── flappy_the_duck.txt
├── gamelist.xml
├── halo2600.bin
├── halo2600.png
├── halo2600.txt
├── hauntedbakery.bin
├── hauntedbakery.png
├── hauntedbakery.txt
├── jammed.bin
├── jammed.png
├── jammed.txt
├── kellykangaroo.bin
├── kellykangaroo.png
├── kellykangaroo.txt
├── nanowing.bin
├── nanowing.png
├── nanowing.txt
├── neko_2600.bin
├── neko_2600.png
├── neko_2600.txt
├── pothole.bin
├── pothole.png
├── pothole.txt
├── roboninjaclimb.bin
├── roboninjaclimb.png
├── roboninjaclimb.txt
├── runtysrevenge.bin
├── runtysrevenge.png
├── runtysrevenge.txt
├── sandcastles.bin
├── sandcastles.png
├── sandcastles.txt
├── solarplexus.bin
├── solarplexus.png
├── solarplexus.txt
├── stardust.bin
├── stardust.png
├── stardust.txt
├── threes.bin
├── threes.png
├── threes.txt
├── thrust.bin
├── thrust.png
├── thrust.txt
├── turtlebay.bin
├── turtlebay.png
├── turtlebay.txt
├── winterfortress.bin
├── winterfortress.png
└── winterfortress.txt
/README.md:
--------------------------------------------------------------------------------
1 | # atari2600-games
2 |
3 | Homebrew Atari 2600 games:
4 |
5 | - Anguna by Nathan Tolbert (Moonsweeper)
6 | - Bit Quest by Brian W. Shea (Metalbabble)
7 | - Bit Quest II by Brian W. Shea (Metalbabble)
8 | - DK Arcade 2600 by Byte Knight
9 | - Evil Magician Returns by Byte Knight
10 | - Evil Magician Returns II by Byte Knight
11 | - Fishy by Brian W. Shea (Metalbabble)
12 | - Flappy The Duck by Brian W. Shea (Metalbabble)
13 | - Halo 2600 by Ed Fries
14 | - Haunted Bakery by Denebola Interactive (Phano)
15 | - Jammed by Thomas Jentzsch
16 | - Kelly Kangaroo by Denebola Interactive (Phano)
17 | - NanoWing by Brian W. Shea (Metalbabble)
18 | - Neko 2600 by Brian W. Shea (Metalbabble)
19 | - PotHole by Brian W. Shea (Metalbabble)
20 | - Robo-Ninja Climb by Nathan Tolbert (Moonsweeper)
21 | - Runty's Revenge by Guillermo Gee (Squidsee)
22 | - Sand Castles by Brian W. Shea (Metalbabble)
23 | - Solar Plexus by Jess Ragan
24 | - Stardust by Brian W. Shea (Metalbabble)
25 | - Three.s by Thomas Jentzsch
26 | - Thrust by Thomas Jentzsch
27 | - Turtle Bay by Unlink2
28 | - Winter Fortress by Denebola Interactive (Phano)
29 |
30 |
31 | *Note: The ROMs listed here have been approved for free distribution on this site/project only. If you want to share it, please contact owner/developer. Thanks!
32 |
33 | *** This README is part of https://github.com/retrobrews/ project. ***
34 |
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/anguna.bin:
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/anguna.txt:
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1 | Anguna 2600
2 |
3 | Another Anguna adventure, for the Atari 2600
4 |
5 | Anguna 2600 is a sort of sequel to the original Anguna, for the Atari 2600.
6 | This time, you are on a quest to defeat the Goblin King. Like last time,
7 | you got captured early on, and must battle your way through 5 dungeons
8 | before confronting him!
9 |
10 | Anguna 2600 contains features not found in most Atari 2600 games, including:
11 |
12 | A large overworld with multiple dungeons
13 | An in-game inventory screen with a built-in world map
14 | An experience points system that allows you to gain levels
15 | The ability to save your progress with a password or using an AtariVox or SaveKey
16 | Multiple items, powerups, and keys
17 |
18 |
19 | http://www.bitethechili.com/anguna2600/
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/bitquest.bin:
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/bitquest2.bin:
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/dkarcade2600.bin:
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/emr.bin:
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/emr.txt:
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1 | Evil Magician Returns (emr-pal60.bin)
2 | by Byte Knight
3 | 6/7/09
4 |
5 | http://atariage.com/forums/topic/139348-evil-magician-returns-adventure-type-game/
6 |
7 | Hi guys,
8 |
9 | I've been lurking here for awhile and decided it was time for me to make a game...
10 | Adventure has always been one of my favorites, so this game is based on the Evil Magician mentioned in the Adventure manual.
11 | The premise is that his dragons are now dead, so he and his apprentice have returned and captured the golden chalice.
12 | The Evil Magician (red wizard) has the ability to shoot fireballs, his apprentice (white wizard) does not.
13 | You too have the ability to shoot fireballs after you've acquired the staff. The red wizard tends to guard certain items,
14 | while the white wizard avoids them. You've also brought a backpack with you this time so you can carry multiple items.
15 | Otherwise, it's very similar to Adventure.
16 | I plan on having 3 levels like Adventure, so this one is somewhere between level 1 and 2 difficulty.
17 | I'll probably get rid of the red wizard's fireballs on level 1.
18 |
19 | The game has no sound and I'd like to add the original Adventure sounds but I've got no idea how to do this...
20 |
21 | Thanks to Batari for making this possible! What do you guys think?
22 |
23 | Update 6/7/09
24 | Here is the latest release along with manual and map:
25 |
26 | Attached File emr10.bin 16KB http://atariage.com/forums/index.php?app=core&module=attach§ion=attach&attach_id=131487
27 |
28 | PAL Version here:
29 | Attached File emr-pal60.bin 16KB http://atariage.com/forums/index.php?app=core&module=attach§ion=attach&attach_id=204233
30 |
31 | Attached File EMRmanual.pdf 209.8KB http://atariage.com/forums/index.php?app=core&module=attach§ion=attach&attach_id=126423
32 |
33 |
34 |
35 | HOW TO PLAY
36 | On your last Adventure many years ago, you slayed the Evil Magician's
37 | three dragons and reclaimed the Enchanted Chalice, bringing
38 | peace to your Kingdom. Now, the Evil Magician has returned and
39 | stolen the chalice back, plunging your Kingdom into darkness. With
40 | his dragons dead, the Evil Magician and his apprentice now personally
41 | guard the chalice. Rumor has it that the Evil Magician has
42 | been creating a new creature even more powerful than his previous
43 | dragons to guard the chalice as a last defense.
44 | As in your last Adventure, the object of the game is to rescue the Enchanted Chalice
45 | and place it inside the Golden Castle where it belongs. Once
46 | again, this will not be an easy quest. The Evil Magician (red wizard)
47 | has the ability to cast fireballs. His apprentice (white wizard)
48 | has not yet learned this skill, but his touch is fatal.
49 | There are three castles in your Kingdom: the Golden Castle, the
50 | Gray Castle, and the Skull Castle. Each castle can be opened
51 | with the proper Key. Inside the Evil Magician's Gray Castle you
52 | will find multiple rooms. The castles are separated by labyrinths
53 | which have changed since your last Adventure.
54 |
55 |
56 | ITEMS
57 | Scattered throughout the kingdom are certain items to help you in your search for the
58 | Enchanted Chalice. To pick up an item, simply touch it. You will hear a sound that tells
59 | you that you have picked up that item, and the item will appear in your inventory at the
60 | bottom of the screen. On this Adventure, you've remembered your satchel so that you
61 | can carry multiple items.
62 |
63 | To open any castle, touch the castle while in possession of the proper key. Like the red
64 | wizard, you too have the ability to cast fireballs once you've acquired the Fire Staff
65 | (curved stick). Simply press the red controller button while moving left or right to fire.
66 |
67 |
68 | MAGIC
69 | The red wizard tends to guard certain items while the white wizard likes to avoid them.
70 | This can be used to your advantage when a wizard is chasing you.
71 | Occasionally, the white wizard will cast a spell on an item to make it deadly to the touch.
72 | The white wizard has to be nearby an item in order for his spell to work. A clue that an
73 | item may be cursed is when it shifts position slightly on the screen.
74 | Like the original Adventure, a secret message awaits you.
75 |
76 |
77 | CONSOLE CONTROLS
78 |
79 | Choose the skill level you wish to play by depressing the game select switch. To begin
80 | play push the red controller button.
81 | If you get shot or touched by one of the wizards or creatures, you
82 | will lose a life. Just push the red controller button and you will be
83 | "reincarnated" and placed back in front of the Golden Castle. Unfortunately,
84 | any wizards or creatures that you have killed will also be
85 | reincarnated. If you were carrying the Enchanted Chalice, it will return
86 | to the room that it was originally in.
87 | If you have finished one game or wish to start a new game, depress the game reset
88 | switch.
89 |
90 | DIFFICULTY SWITCHES
91 |
92 | When the left difficulty switch is in the A (pro) position, you will get five lives. When it is
93 | in the B (amateur) position, you will get ten lives. You lives are displayed in the lower
94 | left corner.
95 | When the right difficulty switch is in the A (pro) position, you will play a timed game. A
96 | timer bar will tick down in the lower right corner. When this counter reaches zero, the
97 | game is over. When the switch is in the B (amateur) position, you will have unlimited
98 | time.
99 |
100 |
101 | SKILL LEVELS
102 |
103 | Level 1
104 | This Kingdom is the easiest skill level. When you push the red controller button to begin
105 | play, you will see the fire staff locked in the Golden Castle. Move down to the next room
106 | to get the Golden Key to open the Golden Castle. You can now explore the Kingdom
107 | while being able to defend yourself. On this level, the red wizard cannot cast fireballs
108 | and there are no creatures.
109 |
110 | Level 2
111 | This Kingdom has items that are more difficult to find. The red wizard can now cast
112 | fireballs. His new creature may appear as well...
113 |
114 | Level 3
115 | This Kingdom is the hardest and has items in random positions. The red wizard can
116 | cast fireballs, and he has multiple apprentices. The new creature may appear as well.
117 |
118 | Speed EMR!
119 | To play any level in this "beat the clock" mode, switch the right difficulty switch to A
120 | (pro). You must return the Enchanted Chalice to the Golden Castle before the bar in
121 | right lower corner disappears. The red wizard will not cast fireballs in this mode. You
122 | will need to move quickly and gather items efficiently in order to win!
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/fishy.txt:
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1 | Fishy (fishy.ver2.bin)
2 | by Brian W. Shea (Metalbabble)
3 | 2017
4 |
5 | For one or two players - whichever fish collects 5 points first, wins. Grab the power-ups to transform!
6 |
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/flappy_the_duck.txt:
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1 | Flappy the Duck (flappy_the_duck.bin)
2 | by Brian W. Shea (Metalbabble)
3 | 2018
4 |
5 | Tap to flap! Use the joystick button to flap, but don't hit the walls.
6 | Grab hearts for extra points.
7 | This game features two difficulty levels (via left switch.)
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/gamelist.xml:
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1 |
2 |
3 |
4 | ./anguna.bin
5 | Anguna 2600
6 | This time, you are on a quest to defeat the Goblin King. Like last time, you got captured early on, and must battle your way through 5 dungeons before confronting him!
7 | ./anguna.png
8 | 0
9 | 20160524T000000
10 | Nathan Tolbert
11 | HOMEBREW ROM
12 | Anguna 2600
13 | 1
14 |
15 |
16 | ./bitquest.bin
17 | Bit Quest
18 | In Bit Quest, you take the role of a 'bit knight' who must rescue the princess of the bits. She is locked away in an evil castle guarded by dragons (of course!) Explore the world and uncover the locations of dungeons, and save the princess! To aid you in your quest, there is an ancient sword that can be used to attack monsters! (Once you find the sword, use the joystick button to attack!)
19 | ./bitquest.png
20 | 0
21 | 20170811T000000
22 | Brian W. Shea (Metalbabble)
23 | HOMEBREW ROM
24 | Bit Quest
25 | 1
26 |
27 |
28 | ./bitquest2.bin
29 | Bit Quest II
30 | Bit Quest II continues the story of Bit Quest. After rescuing the princess, the warrior is captured by the ruthless Baron Von Darkbit! Bit Quest II features an even larger world to explore with many hidden dungeons scattered throughout the many lands. Gameplay is simple! Use the joystick to move the princess, and press the fire button to attack with the sword. Pressing the GAME SELECT switch will display a map and show an inventory of the keys you have found. Pressing the switch again, or hitting the fire button will resume the game. The GAME RESET switch can be used to start the game over at the bit's castle. The left difficulty switch controls how strong some monsters are. On the title screen, press either the fire button or the reset switch to begin a new game. OBJECTIVE: Explore the world, and find the 4 hidden keys to unlock the Baron's castle and rescue the bit warrior! Watch out for monsters and their attacks.
31 | ./bitquest2.png
32 | 0
33 | 20190116T000000
34 | Brian W. Shea (Metalbabble)
35 | HOMEBREW ROM
36 | Bit Quest II v.14
37 | 1
38 |
39 |
40 | ./dkarcade2600.bin
41 | DK Arcade 2600
42 | Save Lady Pauline! Points are awarded for jumping over obstacles, destroying objects with the hammer, completing levels and collecting various items. This playable demo features all four levels but will end after the rivet level (Level 4).
43 | ./dkarcade2600.png
44 | 0
45 | 20141016T000000
46 | Byte Knight
47 | HOMEBREW ROM
48 | DK Arcade 2600 (playable demo)
49 | 1
50 |
51 |
52 | ./emr.bin
53 | Evil Magician Returns
54 | Adventure-type game. The premise is that his dragons are now dead, so he and his apprentice have returned and captured the golden chalice. The Evil Magician (red wizard) has the ability to shoot fireballs, his apprentice (white wizard) does not. You too have the ability to shoot fireballs after you've acquired the staff. The red wizard tends to guard certain items, while the white wizard avoids them. You've also brought a backpack with you this time so you can carry multiple items. The game has no sound...
55 | ./emr.png
56 | 0
57 | 20090607T000000
58 | Byte Knight
59 | HOMEBREW ROM
60 | Evil Magician Returns
61 | 1
62 |
63 |
64 | ./emrii.bin
65 | Evil Magician Returns II
66 | In Evil Magician Returns II you must reclaim the chalice from the Evil Magician and his apprentice. There are now four castles to explore, complete with mazes and secret passageways. Home castle gate is now open - why should you have to open your own castle? You can only carry one item like Adventure. The staff also acts as a magnet to attract objects by holding down the button. A new hideous Dragon created by the Evil Magician guards the chalice on Levels 2 and 3. And many more...
67 | ./emrii.png
68 | 0
69 | 20161126T000000
70 | Byte Knight
71 | HOMEBREW ROM
72 | Evil Magician Returns II
73 | 1
74 |
75 |
76 | ./fishy.bin
77 | Fishy
78 | For one or two players - whichever fish collects 5 points first, wins. Grab the power-ups to transform!
79 | ./fishy.png
80 | 0
81 | 20171231T000000
82 | Brian W. Shea (Metalbabble)
83 | HOMEBREW ROM
84 | Fishy v.2
85 | 1-2
86 |
87 |
88 | ./flappy_the_duck.bin
89 | Flappy the Duck
90 | Tap to flap! Use the joystick button to flap, but don't hit the walls. Grab hearts for extra points. This game features two difficulty levels (via left switch.)
91 | ./flappy_the_duck.png
92 | 0
93 | 20181231T000000
94 | Brian W. Shea (Metalbabble)
95 | HOMEBREW ROM
96 | Flappy the Duck
97 | 1
98 |
99 |
100 | ./halo2600.bin
101 | Halo 2600
102 | At first you have the player battling through a series of rooms. You had to kill all the enemies before it would unlock the walls and let you move to the next room. After defeating the boss, you will enter the legendary mode, so that if you beat the game you can play all the way through it again with a few parameters tweaked to make it much tougher.
103 | ./halo2600.png
104 | 0
105 | 20100801T000000
106 | Ed Fries
107 | HOMEBREW ROM
108 | Halo 2600
109 | 1
110 |
111 |
112 | ./hauntedbakery.bin
113 | Haunted Bakery
114 | You play as a giraffe and crocodile named Emelie and Maxwell, respectively. They have somehow found themselves in a haunted bakery and decided to try to photograph some ghosts! You can switch between the two characters by flipping the Select switch. WARNING: This game makes use of flickering graphics. Please be careful if you are sensitive to that sort of thing.
115 | ./hauntedbakery.png
116 | 0
117 | 20180128T000000
118 | Denebola Interactive (Phano)
119 | HOMEBREW ROM
120 | Emelie and Maxwell in The Case of the Haunted Bakery [v.1.0]
121 | 1
122 |
123 |
124 | ./jammed.bin
125 | Jammed
126 | Move all the other cars out of the way to steal your dream car out of the lot. Jammed consists of 600 puzzles which are organized in 6 difficulty levels of 100 puzzles each. With the joystick you can move the cursor and the firebutton moves the selected car in the indicated direction. JAMMED is based on the board game Rush Hour from Binary Arts.
127 | ./jammed.png
128 | 0
129 | 20021216T000000
130 | Thomas Jentzsch
131 | HOMEBREW ROM
132 | Jammed
133 | 1
134 |
135 |
136 | ./kellykangaroo.bin
137 | Kelly Kangaroo
138 | Kelly the kangaroo is enjoying a lovely picnic date with Rosie the rabbit in the picturesque Mossy Valley when - Oh no! The mad scientist Contemptus Mundy, always bitter and jealous of the happy people living on Gaia Gaia Island, has kidnapped Rosie and locked her away in his motherbase in the clouds! It's up to you to help Kelly save her sweetheart before it's too late and that vile Contemptus whisks her away to the stars.
139 | ./kellykangaroo.png
140 | 0
141 | 20180309T000000
142 | Denebola Interactive (Phano)
143 | HOMEBREW ROM
144 | Kelly Kangaroo [v.0.6]
145 | 1
146 |
147 |
148 | ./nanowing.bin
149 | NanoWing 2600
150 | A prequel to the 2005 metalbabble.com game "NanoWing" - avoid the obstacles while hurdling through hyperspace!
151 | ./nanowing.png
152 | 0
153 | 20171231T000000
154 | Brian W. Shea (Metalbabble)
155 | HOMEBREW ROM
156 | NanoWing 2600
157 | 1
158 |
159 |
160 | ./neko_2600.bin
161 | Neko 2600
162 | A small experiment/game with gravity and simple ball physics. Hold left or right to pick a direction, then press the fire button to launch a ball.Aim for the moving targets below to rack up the points. Use the "Game Select" switch to select levels.
163 | ./neko_2600.png
164 | 0
165 | 20181231T000000
166 | Brian W. Shea (Metalbabble)
167 | HOMEBREW ROM
168 | Neko 2600
169 | 1
170 |
171 |
172 | ./pothole.bin
173 | PotHole
174 | Dodge the potholes, and collect the power ups!
175 | ./pothole.png
176 | 0
177 | 20171231T000000
178 | Brian W. Shea (Metalbabble)
179 | HOMEBREW ROM
180 | PotHole
181 | 1
182 |
183 |
184 | ./roboninjaclimb.bin
185 | Robo-Ninja Climb
186 | Robo-Ninja is at it again, this time practicing his climbing and jumping skills before setting out to save the world. In this NES game, you climb and dodge spikes, navigating 5 levels of obstacles.
187 | ./roboninjaclimb.png
188 | 0
189 | 20171122T000000
190 | Nathan Tolbert
191 | HOMEBREW ROM
192 | Robo-Ninja Climb
193 | 1
194 |
195 |
196 | ./runtysrevenge.bin
197 | Runty's Revenge
198 | It is a rom made about my dog Runty and my Wife chasing him around.
199 | ./runtysrevenge.png
200 | 0
201 | 20181015T000000
202 | Guillermo Gee (Squidsee)
203 | HOMEBREW ROM
204 | Runty's Revenge
205 | 1
206 |
207 |
208 | ./sandcastles.bin
209 | Sand Castles
210 | Jump and shoot the enemies to clear each level - but don't take too long or you'll get chased by the "reaper". Left difficulty switch controls game difficulty, right switch turns music on/off. This game is also compatible with SEGA Genesis controllers!
211 | ./sandcastles.png
212 | 0
213 | 20171126T000000
214 | Brian W. Shea (Metalbabble)
215 | HOMEBREW ROM
216 | Sand Castles
217 | 1
218 |
219 |
220 | ./solarplexus.bin
221 | Solar Plexus
222 | What starts out as a routine hunt for salvage in the far reaches of the galaxy turns into a white-knuckle fight for survival in Solar Plexus, the first Atari 2600 release by independent game developer JessCREATIONS*, Co. It'll take sharp reflexes to keep your starskimmer full of fuel and away from the wildly unpredictable artificial sun which threatens to make every move your last! The Solar Plexus increases in speed and mutates into new, more dangerous forms as you continue to play. If one fiery orb bouncing around the screen was hard enough for you to handle, just wait until you have to deal with two, or even three of them! Only the best players will last long enough to witness the final form of this relentless foe.
223 | ./solarplexus.png
224 | 0
225 | 20051231T000000
226 | Jess Ragan
227 | HOMEBREW ROM
228 | Solar Plexus
229 | 1
230 |
231 |
232 | ./stardust.bin
233 | Stardust
234 | Explore the galaxy, zap aliens, blast asteroids, uncover the locations of distant planets, and defeat the evil forces of the mysterious Dark Queen.
235 | ./stardust.png
236 | 0
237 | 20180115T000000
238 | Brian W. Shea (Metalbabble)
239 | HOMEBREW ROM
240 | Stardust
241 | 1
242 |
243 |
244 | ./threes.bin
245 | Three.s
246 | A port of the 2048 game to the Atari 2600. Original name: 2^11 (2048). You get points for merging tiles, scores tripple for each higher number. The game ends when no tile can be moved.
247 | ./threes.png
248 | 0
249 | 20140810T000000
250 | Thomas Jentzsch
251 | HOMEBREW ROM
252 | Three.s [v.1.02]
253 | 1
254 |
255 |
256 | ./thrust.bin
257 | Thrust
258 | The resistance is about to launch a major offensive against the Intergalactic Empire. In preparation for this, they have captured several battle-grade starships, but they lack the essential power sources for these formidable craft; Klystron Pods. You have been commissioned by the resistance to steal these pods from the Empire's storage planets. Each planet is defended by a battery of "Limpet" guns, powered by a nuclear power plant. By firing shots at the power plant, the guns can be temporarily disabled; the more shots fired at the nuclear reactor, the longer the guns will take to recharge. BUT BEWARE!! If you fire too many shots at the reactor, it will become critical, giving you just ten seconds to clear the planet before it is destroyed. If you have not already retrieved the pod stored at that planet, then you will have failed the mission. If you have retrieved the pod, and you manage to send the reactor into its critical phase, and leave the planet safely, you will receive a hefty bonus. Further into the Empire's system, you will encounter planets with REVERSE GRAVITY and something even more deadly...
259 | ./thrust.png
260 | 0
261 | 20040609T000000
262 | Thomas Jentzsch
263 | HOMEBREW ROM
264 | Thrust [v.1.27]
265 | 1
266 |
267 |
268 | ./turtlebay.bin
269 | Turtle Bay
270 | Turtle Bay is a very simple Atari 2600 game. You are a turtle which needs to eat food and escape a bird to advance closer to the ocean. As you can expect it is a very simple arcade game.
271 | ./turtlebay.png
272 | 0
273 | 20180827T000000
274 | Unlink2
275 | HOMEBREW ROM
276 | Turtle Bay
277 | 1
278 |
279 |
280 | ./winterfortress.bin
281 | Winter Fortress
282 | Six pesky little penguin chicks have run off and gotten lost in the mysterious ruins. You are the only one brave enough to rescue them! Roll snowballs by holding down the fire button and letting go to smash them against the iceblocks. Only larger snowballs will break the blocks. But don't get too close; this ice is so cold, you will be frozen solid if you touch it! If this wasn't bad enough, all this activity has awakened the old sentinals. Avoid their eerie mechanical movements by throwing snowballs at them. But be quick about it because they will start rebuilding their fortress with new blocks! If you can save six chicks without getting frozen, you are rewarded with an extra penguin
283 | ./winterfortress.png
284 | 0
285 | 20180128T000000
286 | Denebola Interactive (Phano)
287 | HOMEBREW ROM
288 | Winter Fortress [v.0.5]
289 | 1
290 |
291 |
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1 | Halo for the 2600 (Halo2600_Final.bin)
2 | Ed Fries
3 | 2010/08/01
4 |
5 |
6 | Hi guys, here's the story of how this game came about:
7 | (note - I wrote this description for a general audience. sorry that you guys will already know the stuff I'm trying to explain below)
8 |
9 | Last fall I was in Philadelphia, speaking at a small video game conference. On the way to the airport I was talking about writing games
10 | for the Atari 800 in the early 80s and someone suggested that I read the book "Racing the Beam" about programming the Atari 2600.
11 | It sounded cool so I did.
12 |
13 | After reading the book I thought it might be fun to play around with writing some of my own code for the machine. I hadn't written 6502
14 | assembler in almost 30 years but it turns out it's pretty easy to pick up again since there are so few instructions. I wasn't sure what
15 | to write so I created a little Master Chief from Halo and made him run around the screen. Then I created an Elite for him to shoot at.
16 | At this point it wasn't my intention to make a full game. I was just screwing around.
17 | The thing you need to realize about the Atari 2600 is that it is an incredibly limited machine. It has only 128 bytes of RAM and without
18 | bank switching the maximum program size is just over 4000 bytes. There are just two 8 pixel wide monochrome sprites, two one pixel bullets,
19 | a "ball" and a 40 pixel wide background (and even that is exaggerating...). There is no memory to store the screen image like any modern
20 | console or PC, instead it has to be drawn a line at a time by changing the values of the registers that control the sprites and background.
21 | The processor is so slow that only 76 clock cycles occur while a line of the screen is being drawn, and the simplest 6502 instructions take
22 | at least 2 clock cycles. So just to draw an image of the Master Chief is pretty tough. To create a complete game while living within these
23 | constraints is much harder.
24 |
25 | Fortunately the Atari homebrew community has created a wealth of resources for the wanna be Atari 2600 programmer. There is a fine assembler
26 | and several excellent emulators that include all the debugging features any programmer would want. There are also hundreds of pages of
27 | example code and documentation to aid you on your quest.
28 | As I became more familiar with the machine I thought it might be possible to make something that was actually fun to play. I also ran into
29 | some fans of classic games at the Game Developers Conference in March and they encouraged me to keep going and try to make a finished game.
30 |
31 | At first I had the player battling through a linear series of rooms. You had to kill all the enemies before it would unlock the walls and
32 | let you move to the next room. As you can imagine, this got dull pretty quickly. I was doing it this way because it was relatively easy on
33 | the Atari 2600 but what if, instead, I could make a 64 room map the player had to explore, kind of like the old atari game Adventure?
34 | To implement this would require that I make an "asymmetric playfield" so that some rooms might have a wall on one side but not on the other.
35 | It turns out that's pretty tricky to do on the 2600, at least while you are trying to drawn everything else you want to draw, but I managed
36 | to get it working.
37 |
38 | I was still worried there wouldn't be enough variety so I created a completely separate kind of level where you were driving a Warthog
39 | (jeep from Halo) across a rolling terrain while Banshees circled overhead and dropped bombs. But as I progressed on this I realized it had
40 | two problems: First it was too large. I had given myself the limit of 4K for the entire game and my Warthog section was over 1K by itself and
41 | it wasn't complete. Second, it wasn't fun. So I cut the Warthog level and tried to focus on making the core game more fun.
42 |
43 | To add variety I divided the map into 4 "zones": outdoor, covenant base, ice world, and final boss area. Each had a unique look and some unique
44 | enemies. I also played with the atari's ability to stretch and duplicate sprites to create some further surprises for the player. Then I added
45 | some pickups the player could find to help them on the way.
46 |
47 | At the end of the map I wanted to have a Boss encounter. This posed several problems. First, bosses are supposed to be BIG. How to get that
48 | feeling across in my game? Second, it had to be exciting. How could I make the boss encounter different from the rest of the game? I solved
49 | the first problem by writing a special Boss kernel for the final room. The rest of the game has what is called a "two line kernel" which means
50 | that all pixels on the screen are two scan lines high. What if I switched to a one line kernel for the Boss encounter? That would make the Master
51 | Chief half as tall which would you feel like you just walked into a big room and the camera zoomed out to be able to show the boss. Of course this
52 | meant I had to do all the processing in one line (only 76 cycles...) instead of two, but I had written the Warthog section with a one line kernel
53 | so I knew it was possible for me to do it.
54 |
55 | To make the encounter different I made a single large boss that moved up and down the screen. He uses the maximum sprite width to be wide and is
56 | 24 pixels tall compared to 12 pixels for my other sprites. I also wanted him to be able to shoot 3 missiles at once. Of course that was a problem
57 | because the atari only supports 2 missiles and I need one for the Master Chief to be able to shoot back. I solved this by "multiplexing" the enemy
58 | missiles which basically means if there are 3 missiles on the screen I draw one each frame for three frames. That has the effect of making them
59 | flicker a bit but it's not bad for fast moving missiles. The great thing was once this was working for the Boss I could also use it in the rest
60 | of the game. Up to this point only one enemy could fire at any time because there was only one bullet for them to share, but now they could each
61 | have their own virtual bullet and fire whenever they wanted to.
62 |
63 | At this point the rough outlines of the game were complete but it needed a lot of polish. For one thing it was brutally difficult. One of my
64 | playtesters convinced me to add three lives instead of the original one. Another convinced me that running into trees shouldn't kill you, and another
65 | finally got me to make the walls not kill you if you accidentally ran into them. I added the title screen at this time but had some pretty spastic
66 | stars which another playtester finally convinced me to clean up. I also added sound effects and a bit of the Halo 2 theme song on the title screen.
67 |
68 | All of these changes were made extra difficult because I was completely out of space. Every time I wanted to fix a bug or add a new sound effect
69 | I had to go back through the code and rewrite some part of it to do exactly what it was doing before but with fewer bytes of code. At first there
70 | were some pretty easy ways to save space but, as you might imagine, this become more and more difficult when I was staring at something I had
71 | already rewritten two or three times before.
72 |
73 | When a playtester complained that there was nothing after defeating the boss, I added legendary mode, so that if you beat the game you can play
74 | all the way through it again with a few parameters tweaked to make it much tougher.
75 |
76 | It's around this time that I discovered the existence of what I call "Magic Land". I was working on a bug with the boss encounter and accidentally
77 | found myself completely outside the 64 room map. I was wandering through memory that was never intended to be interpreted as part of the map but
78 | the code was doing the best it could to interpret what was being thrown at it. Strange, misshapen monsters attacked me in even stranger ways as I
79 | wandered through this bizarre land that I had unintentionally created. I left a bug or two in the final game to allow others to find and explore
80 | this strange landscape as I did.
81 |
82 | One of the last changes I made has to do with the Atari 2600 HMOVE (horizontal move) register. Basically if you want to reposition a sprite
83 | horizontally while the screen is being drawn (something I was doing 3 times on every screen.) you have to store a value into HMOVE. You are
84 | supposed to do it as the first thing on a scan line and a side effect of doing it is an ugly black line about an inch wide on the left side
85 | of the screen. You'll see those black lines on almost all Atari games. In the old days it was kind of hard to see on a phosphor TV display,
86 | but on a modern TV or computer monitor it's quite clear. Some games hide it by having a black background (not something I wanted to do) or by
87 | doing it every single line so the entire left side of the screen is black (also not great for the look I wanted), so I had kind of accepted that
88 | it was inevitable and had learned to ignore it, but every time I showed the game to someone who wasn't familiar with Atari games, one of the
89 | first things they would ask me is "what are those ugly black lines?"
90 |
91 | When reading through some documentation I noticed that it was possible to do an "early HMOVE" which involved storing to the HMOVE register a
92 | few clock cycles before the beginning of the scan line and that in that case it didn't act the way it was supposed to (things moved in a funny way)
93 | but if you could do it exactly on the right cycle (cycle 74 in my case) then the black line wouldn't ever appear on the screen. I wrote a simple
94 | test program with ducks moving back and forth on the screen to prove to myself that I could compensate for the crazy behavior caused by this
95 | early HMOVE, make the ducks move as I wanted them to, and never have to see that ugly black line. That gave me the confidence to go back into
96 | my main kernel and implement the early HMOVE in Halo 2600 to get rid of the black lines for good.
97 |
98 | That's pretty much the story. I couldn't have made the game without the incredible resources available on AtariAge.com and the many websites
99 | it links to. All the work you see in the game is mine except for some of the sprites which were drawn by Mike Mika who was a great encouragement
100 | and aid throughout the process. Chris Charla, Colin Williamson, Tom Russo, Ian Bogost, and Albert Yarusso all helped me by playtesting and by
101 | trying to talk sense into me when I was being stubborn about not fixing some glaring issue.
102 |
103 | I hope you have as much fun playing Halo 2600 as I had making it.
104 |
105 | -Ed Fries
106 |
107 |
108 | http://atariage.com/forums/topic/166916-halo-for-the-2600-released-at-cge-download-the-game-here/
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1 | Emelie and Maxwell in The Case of the Haunted Bakery (HauntedBakery_V1_0_PAL_ROM.bas.bin)
2 | by Denebola Interactive (Phano)
3 | Updated Jan 28, 2018
4 |
5 | WARNING: This game makes use of flickering graphics. Please be careful if you are sensitive to that sort of thing.
6 |
7 | This is my entry for Short N Sweet Jam 2017.
8 | You play as a giraffe and crocodile named Emelie and Maxwell, respectively. They have somehow found themselves in a haunted bakery and decided to try to photograph some ghosts!
9 | You can switch between the two characters by flipping the Select switch. (F1 in Stella)
10 | Maxwell carries a radiometer to detect any specters in the area and it can be activated by holding Fire.(Space in Stella) The faster it spins, the closer a ghost is!
11 | Emelie is the photographer, and when she walks up to an object with her camera, by holding Fire, the screen will shift into focusing mode. Line up the images and snap a photo by pressing Fire again.
12 | There is only enough film in the camera for five shots. That's how many ghosts there are as well! When Emelie runs out of film, she can go back to the truck in front of the bakery and develop the film to see how many ghosts you helped to capture.
13 | Thanks so much for playing!
14 |
15 | Phano
16 |
17 |
18 | Known flaws:
19 | The radiometer can be unreliable in one particular room
20 |
21 |
22 | Possible plans for the future:
23 | Better sound effects
24 | Randomized ghosts
25 | Moving ghosts
26 |
27 |
28 | You will need an emulator to play it such as Stella ot Javatari.
29 | https://stella-emu.github.io/
30 | http://javatari.org/
31 |
32 |
33 | Or you can save it onto a Harmony Cart and play it on actual hardware!
34 | http://harmony.atariage.com/Site/Harmony.html
35 |
36 |
37 |
38 | https://denebola-interactive.itch.io/emelie-and-maxwell-in-the-case-of-the-haunted-bakery
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1 | -----------
2 | J A M M E D
3 |
4 | (C) 2001
5 |
6 | Thomas Jentzsch
7 |
8 |
9 | THE GAME
10 | --------
11 | It was love on first sight. Barely 20 years old she stood in the crowd,
12 | drawing all the looks in her breathtaking yellow designerdress. From that
13 | moment you didn't care for any other, you just had eyes for her. You just
14 | knew she would soon be yours.
15 |
16 | But you still can't afford her, so you will simply take her tonight.
17 | Silently you sneak to her room and cautiously open the door. Then you see
18 | her, that sleek italian! You will brush aside everything that stands between
19 | you and her and then you will flee with her, with this dream of a ...used
20 | sports car!
21 |
22 | Move all the other cars out of the way to steal your dream car out of the lot.
23 |
24 |
25 | PLAYING THE GAME
26 | ----------------
27 | Jammed consists of 600 puzzles which are organized in 6 difficulty levels
28 | of 100 puzzles each. With the joystick you can move the cursor and the
29 | firebutton moves the selected car in the indicated direction.
30 |
31 |
32 | SWITCHES
33 | --------
34 | RESET = restart puzzle
35 | SELECT = select level
36 | FIRE+SELECT = select random puzzle in current level
37 | LEFT DIFFICULTY = cursor mode
38 | RIGHT DIFFICULTY = switch between NTSC and PAL settings
39 |
40 |
41 | DISPLAY
42 | -------
43 | The counter on the left hand displays the number of moves. It starts with
44 | the minimally required number of moves in the negative and increases.
45 | If the level ends with the counter displaying 00, the puzzle is solved
46 | perfectly.
47 |
48 | The counter on the right hand indicates the current puzzle (0..599).
49 | The first digit also signifies the level of difficulty (0..5).
50 |
51 |
52 | ACKNOWLEDGMENTS
53 | ---------------
54 | JAMMED is based on the board game Rush Hour from Binary Arts.
55 |
56 | This game would not have been possible without valuable support of the members of
57 | Stellalist, the Atari 2600 programmers mailing list:
58 |
59 | www.biglist.com/lists/stella
60 |
61 | Special thanks to Brian Prescot ("Crazy Valet", http://web.tampabay.rr.com/bprescot)
62 | for inspiration and Eckhard Stollberg for testing.
63 |
64 | Thank you all!
65 |
66 |
67 | LEGAL STUFF
68 | -----------
69 | JAMMED (C) 2001 Thomas Jentzsch.
70 | This game is copyrighted. You can't distribute JAMMED on Atari 2600 cartridges
71 | without my explicit permission. Thomas Jentzsch makes no guarantees, written or
72 | implied, on this software. I'm not responsible for any damage due to the use of
73 | this software.
74 |
75 |
76 | MISC
77 | ----
78 | JAMMED has been developed and tested with z26 by John Saeger. It does not(!) work
79 | with emulators that don't support illegal opcodes, like Stella (1.1), StellaX
80 | (1.1.3) and the windows version of PCAE (2.5).
81 |
82 | You can buy Atari 2600 cartridges at Atariage:
83 |
84 | http://www.atariage.com/store
85 |
86 |
87 | Please send any comments, questions, or suggestions to:
88 |
89 | tjentzsch@yahoo.de
90 |
91 | Enjoy!
92 |
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1 | Kelly Kangaroo (KellyKangaroo_NTSC_0.6.bin)
2 | by Denebola Interactive (Phano)
3 | on 2018/03/09
4 |
5 |
6 | Kelly the kangaroo is enjoying a lovely picnic date with Rosie the rabbit in the picturesque Mossy Valley when - Oh no!
7 | The mad scientist Contemptus Mundy, always bitter and jealous of the happy people living on Gaia Gaia Island, has
8 | kidnapped Rosie and locked her away in his motherbase in the clouds! It's up to you to help Kelly save her sweetheart
9 | before it's too late and that vile Contemptus whisks her away to the stars.
10 |
11 | Use the joystick to make Kelly hop to the left or right, and hold the fire button to perform a much higher jump to reach
12 | her goal. Contemptus Mundy's mothership has one weakness in it's anti affection forcefields and that is the prisoner's
13 | favorite food. In this case, strawberries! Kelly must collect six strawberries scattered around the obstacle course in
14 | order to free Rosie from her lame and apathetic captor.
15 |
16 | Kelly will face many dangers along the way, from angry bees, carniverous flowers, agressive bats and automatic flying
17 | saucer drones. Most can be knocked out simply by jumping on them, but some are especially treacherous... watch out! If
18 | Kelly falls victim to these baddies, she will be knocked back several screens, losing precious time.
19 |
20 | The left difficulty switch will select how much time is on the clock before the sexual frustration powered engines are
21 | activated. New players should set Left Difficulty to B and see fast you can reach the end. Players looking for more of
22 | a challenge can set the switch to A for a more intense time constraint.
23 |
24 | This game is safe for work.
25 |
26 | Known issues in version 0.3:
27 | Sometimes the collision detection can be a bit fiddly, especially with springs.
28 | When playing on actual hardware with a Harmony cart, or with the realistic video settings in the emulator turned on,
29 | the screen will sometimes roll and flicker when Kelly touches certain walls or enters a new screen. Most emulators
30 | are more forgiving by default and a classic CRT seems to dampen the effect.
31 | Kelly will sometimes treat the score timer as solid ground if an enemy is making sound. It's really weird.
32 | Only NTSC color support so far.
33 |
34 | Changes in version 0.4:
35 | Enemies slightly less aggressive
36 | Enemies don't send you so far back
37 | No longer a default score font
38 |
39 | Changes in version 0.5:
40 | Flower no longer sends you back to the start
41 | Added a quick "get all six strawberries" message
42 | Fine tuned the bat just a little more
43 |
44 | Changes in version 0.6:
45 | Cuter jump sounds
46 | Included source code! But it's a mess, proceed with caution.
47 |
48 |
49 | Thanks for playing!
50 |
51 | https://denebola-interactive.itch.io/kelly-kangaroo
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1 | NanoWing 2600 (nanowing_2600.bin)
2 | by Brian W. Shea (Metalbabble)
3 | 2017
4 |
5 | A prequel to the 2005 metalbabble.com game "NanoWing" - avoid the obstacles while hurdling through hyperspace!
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1 | Neko 2600 (neko_2600.bin)
2 | by Brian W. Shea (Metalbabble)
3 | 2018
4 |
5 | A small experiment/game with gravity and simple ball physics. Hold left or right to pick a direction, then press the fire button to launch a ball.
6 | Aim for the moving targets below to rack up the points. Use the "Game Select" switch to select levels.
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1 | Neko 2600 (neko_2600.bin)
2 | by Brian W. Shea (Metalbabble)
3 | 2018
4 |
5 | A small experiment/game with gravity and simple ball physics. Hold left or right to pick a direction, then press the fire button to launch a ball.
6 | Aim for the moving targets below to rack up the points. Use the "Game Select" switch to select levels.
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1 | # README #
2 |
3 | Robo-Ninja-Climb is my entry into the 2017 NesDev competition
4 | by Nathan Tolbert
5 | 2017
6 |
7 | # LICENSE #
8 |
9 | License coming soon. Feel free to view the code for now, and ask me if you want to do something with it.
10 |
11 | # ATTRIBUTION #
12 |
13 | Background graphics: Omega Team by surt
14 | https://opengameart.org/content/omega-team
15 | https://creativecommons.org/licenses/by/3.0/
16 | Modified to fit game palette, nes layout, etc
17 |
18 | Computer Font: By WhoaMan
19 | http://forums.nesdev.com/viewtopic.php?f=2&t=10284
20 |
21 | Robo-Ninja character by Chris Hildenbrand
22 |
23 | # TODO #
24 |
25 | * improve music
26 | * fly away at ending
27 |
28 |
29 | Robo-Ninja Climb
30 | A short and challenging climbing/jumping game for the Nintendo NES and Atari 2600.
31 |
32 | Robo-Ninja is at it again, this time practicing his climbing and jumping skills before setting out to save the world.
33 | In this NES game, you climb and dodge spikes, navigating 5 levels of obstacles.
34 |
35 | Robo-Ninja Climb is my submission to the 2017 NESDev Competition.
36 |
37 | Later, I took the NES source code, stripped out all the IO, and ported it directly to the Atari 2600.
38 |
39 | Source code for the NES version is available on Bitbucket --> https://bitbucket.org/gauauu/robo-ninja-climb
40 |
41 | http://www.bitethechili.com/roboninja-climb/
42 |
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1 | Runty's Revenge (Runty's Revenge.bas.bin)
2 | by Guillermo Gee
3 | 2018/10/15
4 |
5 | An Atari 2600 game. It is a rom made about my dog Runty and my Wife chasing him around. This game must be played with an Atari 2600 emulator.
6 |
7 |
8 | Download and Play in Stella (Atari Emulator) or any Atari 2600 emulator.
9 | https://squidsee.itch.io/runty
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1 | Solar Plexus
2 | by Jess Ragan (Programmer)
3 | 2005
4 |
5 | Description Submit Description
6 |
7 | What starts out as a routine hunt for salvage in the far reaches of the galaxy turns into a white-knuckle fight
8 | for survival in Solar Plexus, the first Atari 2600 release by independent game developer JessCREATIONS*, Co.
9 | It'll take sharp reflexes to keep your starskimmer full of fuel and away from the wildly unpredictable artificial
10 | sun which threatens to make every move your last!
11 |
12 | The Solar Plexus increases in speed and mutates into new, more dangerous forms as you continue to play. If one
13 | fiery orb bouncing around the screen was hard enough for you to handle, just wait until you have to deal with two,
14 | or even three of them! Only the best players will last long enough to witness the final form of this relentless foe.
15 |
16 | Solar Plexus can be purchased in cartridge form from the AtariAge Store. Included with the package is one Solar
17 | Plexus game cartridge and an eight page instruction manual, featuring helpful gameplay tips and a full-color
18 | illustration by artist Nathan Strum.
19 |
20 | https://atariage.com/software_page.html?SoftwareLabelID=2737
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1 | -----------
2 | T H R U S T (Thrust v1.27 (PD).bin)
3 |
4 | (C) 2000/2002
5 |
6 | Thomas Jentzsch
7 |
8 |
9 | THE GAME
10 | --------
11 | The resistance is about to launch a major offensive against the Intergalactic
12 | Empire. In preparation for this, they have captured several battle-grade starships,
13 | but they lack the essential power sources for these formidable craft; Klystron
14 | Pods.
15 | You have been commissioned by the resistance to steal these pods from the
16 | Empire's storage planets. Each planet is defended by a battery of "Limpet"
17 | guns, powered by a nuclear power plant. By firing shots at the power plant,
18 | the guns can be temporarily disabled; the more shots fired at the nuclear reactor,
19 | the longer the guns will take to recharge. BUT BEWARE!! If you fire too many
20 | shots at the reactor, it will become critical, giving you just ten seconds to clear
21 | the planet before it is destroyed. If you have not already retrieved the pod
22 | stored at that planet, then you will have failed the mission. If you have retrieved
23 | the pod, and you manage to send the reactor into its critical phase, and leave
24 | the planet safely, you will receive a hefty bonus.
25 | Further into the Empire's system, you will encounter planets with REVERSE
26 | GRAVITY and something even more deadly...
27 |
28 |
29 | PLAYING THE GAME
30 | ----------------
31 | You can control your ship with the standard joystick:
32 | LEFT = ROTATE SHIP ANTICLOCKWISE
33 | RIGHT = ROTATE SHIP CLOCKWISE
34 | FIRE = FIRE (THRUST while joystick is DOWN)
35 | UP = THRUST
36 | DOWN = ACTIVATE TRACTOR BEAMS/EXTERNAL SHIELDS
37 | SELECT = SELECT GAME VARIATION
38 | RESET = ABORT GAME
39 |
40 | The Omega Booster Grip buttons are also supported:
41 | Trigger = FIRE
42 | Booster = THRUST
43 |
44 | Use the RIGHT DIFFICULTY switch to adjust colors for NTSC- or PAL-TVs.
45 |
46 | To collect a Klystron Pod, hover just above the pod, activate the tractor beam,
47 | and thrust away from the pod. When the automatic tow-bar has fixed to the
48 | pod, you can deactivate the tractor beam.
49 | To collect fuel, hover above a fuel cell, and activate the tractor beam.
50 |
51 |
52 | SCORING
53 | -------
54 | DESTROYING A LIMPET GUN 750 POINTS
55 | DESTROYING A FUEL CELL 150 POINTS
56 | PICKING UP A FUEL CELL 300 POINTS
57 | BONUS FOR MISSION COMPLETION VARIES ACCORDINGLY
58 | BONUS FOR DESTROYING PLANET MISSION BONUS + 2000 POINTS
59 | MISSION FAILURE NO BONUS!!
60 |
61 | A spare ship is allocated for every 10.000 points.
62 | The game will end if (a) You die and have no spare ships
63 | (b) You run out of fuel
64 |
65 | Your fuel is displayed in yellow, your score in blue, and the countdown in red.
66 | Before the digits, your spare ships or the game variation are shown.
67 |
68 |
69 | GAME SELECT MATRIX
70 | ------------------
71 | THRUST includes five game variations. Press the GAME SELECT switch until the
72 | number appears on the very left of the score display.
73 |
74 | Number | 1 | 2 | 3 | 4 | 5 |
75 | -------------------+-----+-----+-----+-----+--------+
76 | Planets | 1-6 | 3-8 | 1-6 | 3-8 | 1-6 |
77 | Difficulty Level | Normal | Expert | Rookie |
78 | Lives | 4 | 3 | 5 |
79 | Fuel | 1000 | 500 | 2000 |
80 | Rotate Ship | normal | normal | slow |
81 | Atmosphere Density | low | zero | high |
82 | Gun Fire | medium | high | low |
83 |
84 | The difficulty level Rookie is limited to the planets 1 to 6 and normal or reverse
85 | gravity. If you want to experience the other planets and the "even more deadly"
86 | factor, you have to master the game at a higher difficulty.
87 |
88 | After all missions of difficulty level Rookie (12 missions) or Normal (24 missions)
89 | are completed the difficulty increases to the next level.
90 |
91 | You shouldn't try to cheat the game, if you want to reach the end.
92 |
93 |
94 | ACKNOWLEDGMENTS
95 | ---------------
96 | THRUST is based on the classic C64 game, which was sold by Firebird in 1985. Thanks
97 | to Jeremy C. Smith, who made the original.
98 |
99 | This game would not have been possible without valuable support of the members of
100 | Stellalist, the Atari 2600 programmers mailing list:
101 |
102 | www.biglist.com/lists/stella
103 |
104 | Thank you all!
105 |
106 |
107 | LEGAL STUFF
108 | -----------
109 | THRUST (C) 2000/2002 Thomas Jentzsch.
110 | This game is freeware, but copyrighted; it may be freely distributed, but it must
111 | be always accompanied by this documentation file. This program may be included on
112 | websites and shareware or freeware compilations, but please contact me first. You
113 | can't distribute THRUST on Atari 2600 cartridges without my explicit permission.
114 | Thomas Jentzsch makes no guarantees, written or implied, on this software. I'm not
115 | responsible for any damage due to the use of this software.
116 |
117 |
118 | MISC
119 | ----
120 | THRUST has been developed and tested with z26 by John Saeger. It does not(!) work
121 | with older emulator versions that don't support illegal opcodes, like Stella (1.1),
122 | StellaX (1.1.3) and PCAE (2.4).
123 |
124 | You can buy Atari 2600 cartridges at Hozer Video Games:
125 |
126 | http://webpages.charter.net/hozervideo
127 |
128 |
129 | Please send any comments, questions, or suggestions to:
130 |
131 | tjentzsch@yahoo.de
132 |
133 | Enjoy!
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1 | Turtle Bay
2 | by Unlink2
3 | 2018/08/27
4 |
5 | Turtle Bay is a very simple Atari 2600 game. You are a turtle which needs to eat food and escape a bird to advance closer to the ocean. As you can expect it is a very simple arcade game.
6 | Thanks to PixStarChan for the cover art :)
7 |
8 |
9 |
10 | https://unlink2.itch.io/turtle-bay
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/winterfortress.txt:
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1 | Winter Fortress (WinterFortress_ROM_0.5.bin)
2 | by Denebola Interactive (Phano)
3 | Updated Jan 28, 2018
4 |
5 |
6 | This is an early, pre-cartridge version of the game available for testing.
7 |
8 | Six pesky little penguin chicks have run off and gotten lost in the mysterious ruins.
9 | You are the only one brave enough to rescue them! Roll snowballs by holding down the
10 | fire button and letting go to smash them against the iceblocks. Only larger snowballs
11 | will break the blocks. But don't get too close; this ice is so cold, you will be frozen
12 | solid if you touch it! If this wasn't bad enough, all this activity has awakened the old
13 | sentinals. Avoid their eerie mechanical movements by throwing snowballs at them. But be
14 | quick about it because they will start rebuilding their fortress with new blocks!
15 | If you can save six chicks without getting frozen, you are rewarded with an extra penguin
16 |
17 | Right Difficulty toggles flashing effects. Set to A to turn it off and set to B to leave it on.
18 |
19 | Black and White switch toggles color mode. Color for NTSC and B/W for PAL60
20 |
21 |
22 | https://denebola-interactive.itch.io/winter-fortress
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