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  • Bri's House
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  • The Upward Spiral
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  • Web-Frickin'-Log
  • The P3 Studio
  • Arcade Attack - Retro Gaming Blog
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  • A Raccoon's Retrocade Romp - AA Edition
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  1. Hello all, After completing Super Cobra Arcade, the CHAMP Games dev team has been busy working on our next project: A port of the Namco classic Mappy. It's been a game I've been thinking about making for over 10 years, and with the advances in technology I've finally moved forward with the development. Nathan Strum is doing an amazing job with the graphics (as he does with all my games, thanks Nathan!) and Mike Haas (ieposta) will be following up his fabulous work in Super Cobra Arcade to provide the music and sound effects (he has already posted some amazing music demos for Mappy, which in part inspired me to finally take on this challenge). I would estimate the game is about 50% complete, with all of the game physics done (walking, jumping, hopping, scrolling, platforms, trampolines, doors, bells, trap doors), all levels implemented (12) plus the bonus stage is playable, and basic collision detection (prizes, walls, balloons). Still plenty of work to be done, most notably the enemies (cats, Goro, etc) and all the no-so-fun stuff like title screens, menus, etc. There is no timetable for a release but I thought I'd share some screen shots of the progress. I'm hoping to have a playable demo done available sometime after the new year. Level 1: Jumping on a trampoline: Bonus stage: Mappy in the attic: Bells: Level 14 (trap doors, not shown correctly because of Stella screen capture): Keep an eye out for updates in the near future!
  2. I bought my copy of Mappy earlier this month, and I find myself unable to stop playing it for any appreciable length of time. John W. Champeau and his team at Champ Games have really done an excellent job at porting this arcade game to the 2600. John W. Champeau has done a marvelous job with the Coding and Design work. The Music and Sound Effects, by Mike Haas, are standouts as well. Darrell Spice, Jr. provided the Music driver. Not wishing to leave anyone out, Thomas Jentzsch worked on optimizing the code. Nathan Strum did a marvelous job designing the label, manual, and box artwork. I will be expanding my collection of Atari 2600 games by Champ Games. I already own Conquest of Mars and Super Cobra Arcade, but still need to add Lady Bug and Scramble (both are in my Wishlist). I will certainly be purchasing their Wizard of War Arcade when it releases. If I'm not mistaken there was another Mappy arcade game called Hopping Mappy. If we're lucky we will get a port of that some day. Now don't get the wrong idea and think that I don't buy homebrews made by other designers/coders. I most certainly do. Currently I have 6 orders being processed here at Atari Age (for the 2600 and 7800), and 2 being processed at Packrat Video Games. I went there to buy a copy of Astronomer for the 2600, which I did, but also bought a copy of Explosive Diarrhea, also for the 2600.
  3. In the latest episode I interview John Champeau (or as we call him JohnnyC). It was a real privilege to be able to speak to one of the best programmers around. This part 1 or 2. Please don't forget to vote for the best hacks, homebrews and demos in this year's Atari Awards. Stay tuned for Part 2 coming in a few days. Thanks again, John.
  4. In the latest episode I conclude my interview with homebrew programmer John Champeau. He gives us a few hints of his upcoming projects, many I'm sure you guys will be excited to learn about. I hope you enjoy it. Please don't forget to Like and Subscribe if you haven't already.
  5. Hello all, I've been checking on the JohnnyWC next game poll and if it ended today, most people want a port, and the port with the most votes is Mappy. This got me thinking about how a port of Mappy could be done: Here's what we have: - horizontal scrolling maze (yuck!) - Mappy - Goro (the red cat) - up to NINE pink cats - 10 prizes (5 sets of 2) - trampolines - bells - removable floor pieces - doors - microwave doors (flash and move) - 15 levels, each with a different floor layout - 6 floors per level There is also a bonus stage involving balloons, but this doesn't seem too difficult to recreate (balloons can be vertically separated). Wow - lots for the ol' 2600 to do. Thoughts: - We can keep PF0 blank, only needed PF1 and PF2, asymetrical and reflective, for the house (roof and floors). - We can keep the prizes vertically separated in the 6 floors, never allowing more than 1 to be on a floor (since the playfield actually takes up 2 screens) - Scrolling can be done and would be coarse (4 pixel), but an alternative would be to have 3 screens: one that shows the right side, one that shows the middle and one that shows the left. The screens would change as Mappy reached certain positions. - Doors can be represented by the ball sprite; the width can be changed as the door is open. Again - limit one door per floor that is visible on the screen. - Trampolines could either be the ball sprite (8 pixels wide max), although they may have to be the PF and be 12 pixels wide. - Limit the # of pink cats to a reasonable # (say, 4) - Only one bell will ever be on the screen at once and is always on the roof level - Removable floor pieces could be represented by a flashing PF; removed as Mappy passes over it Looks like we'll need 32 cycles per line for the asymetrical reflective house layout, leaving 44 for the sprites. Two single-line sprites can be done in 36 cycles, leaving only 8 for loop maintenance, color changes etc. (not enough). Will probably have to go with double line sprites, but may be able to squeak in multi-colors instead. Repositioning can be done on a line with no playfield (there's plenty of those). Max # of objects on a line will be 7 (Mappy, 4 pink cats, Goro and a prize) that can be drawn with 2 players (15 and 20 hz flicker). Lots to do, lots of RAM needed (maybe too much)? Any thoughts are welcomed. Thanks,
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