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(Coleco) Super Space Acer beta


LS650

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Updated again! Just four years later. :)

 

 

New graphics for player, saucers, jets and copters (I'm slightly better than I was 26 years ago).

Enemy motion patterns in place - saucers weave and copters stop to shoot at you.

Nuke bombs are now armored.

Too many tweaks to list.

 

http://www.harmlesslion.com/cgi-bin/onesoft.cgi?64

 

(ignore the screenshots on the page - they are still the TI version)

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  • 2 weeks later...
  • 3 weeks later...

-performance optimizations and bugfixes
-added player ship select with three unique ships

The biggest change is the ship select adds not only graphical changes, but gameplay modes. Use left and right on the skill select screen to choose.

 

The 'Cruiser' is the big red ship you love to hate. It's a little slower than the others but has a persistent shield that only goes away as it takes hits. When shields are gone, and the ship destroyed, it's game over.

 

The 'Snowball' is the original white ship that the game started with, so it's the traditional mode with a timed shield and multiples lives.

 

And for those who wanted a smaller ship onscreen, the 'Ladybird' offers a smaller, quicker vehicle. It has a timed offensive shield which can be used to damage enemies and bosses, although it counts down more quickly. (For what it's worth, I had no idea Ladybugs were called Ladybirds in most of the rest of the english-speaking world. Or possibly Wikipedia lied to me. ;) )

 

There are also three secret gameplay modes so far. ;)

 

http://www.harmlesslion.com/cgi-bin/onesoft.cgi?64

 

http://youtu.be/aV7qhifeMy8

Edited by Tursi
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A minor update with some bugfixes that should get it running on hardware (I had a conflict in how I was handling the end of frame that caused it to be processed twice, when the handler assumed it was in vblank and could write freely).

 

Also decided on the gameplay for the Ladybird ship - taking out enemies with the shield recharges the shield. There's no recharge on the boss, but you can powerup before you get there.

 

Mine dropper boss battles are also tougher if you can't take them out quick - to discourage just sitting around shooting mines for points, the mines get tougher the longer the battle goes on.

 

No new video for this one, since the changes are behind the scenes for the most part.

 

Changelist:

 

Behavior Changes:
-bosses with mine droppers launch increasingly difficult mines
-fix ladybug shield behavior to recharge shield when hitting enemies
-no longer recenters player before boss

 

Bugfixes:
-fix random engine corruption during boss battle
-fix timing bug when boss is preparing to enter (should work on hw now)
-change startup to clear interrupt flags
-add scoring flag for cheat mode
-also remember scoremode across reboots

 

http://www.harmlesslion.com/cgi-bin/onesoft.cgi?64

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  • 11 months later...

For those who don't frequent the ColecoVision programming forum, a small update here:

 

-Stage length adjusted

-hint tips on end credits

-jets now turn (towards or away) when they get near

-nuke explosion bits are now normal bullets (needed the sprites)

-tweaked flicker code

-fix too-fast VDP access during final boss draw

-improve player flame animation (so it doesn't freeze during boss death)

-implemented beam generator enemy (level 4)

-improved player bullet reliability

-implemented enemy generator for predictable enemy patterns

-limit number of mines a boss can deploy

-slow down last two bosses on hardest difficulty

-fix range test function (was causing issues? optimization anyway)

 

 

https://www.youtube.com/watch?v=9neS9InDcl0

 

ssa_coleco.zip

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