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Wishing for a new Game - Simon


First Spear

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Maybe this would not qualify as a new, full CIB release in itself, maybe packed in with another puzzle-type game or two.

 

200px-OriginalSimon.jpg

 

 

I could imagine an Intellivision version having maybe 6-8 "color slices", and the player simply taps the disc to match the colors that play. Fast and fun, instant recognition and playability even for a passing Intv gamer.

 

 

http://en.wikipedia.org/wiki/Simon_%28game%29

 

https://github.com/poetnerd/SimonClone

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I just found a game to live on the same cartridge.

 

Fish Fillets, now GNU/GPL.

 

http://en.wikipedia.org/wiki/Fish_Fillets_NG says

 

 

Gameplay The game involves two fish, both controlled by the player, moving various objects and obstacles around until they may both safely exit the level. Unlike many other sliding puzzle games, this one has gravity, and an unsupported object will fall until it lands on something else. If an object falls onto one of the fish, it dies and the level cannot be completed unless restarted. One of the fish is larger, and only he may lift or push certain objects (steel objects), which adds another level of complication to the puzzles. Another important, complicating rule is that no object may be slid across the back of a fish, as this is considered to be the same as an object landing on a fish's back. However, a fish who is holding up an object may swim back and forth underneath it and an object may be slid exactly one unit off of a fish's back if it is moving onto solid support in the process
512px-Filletsng-logo.svg.png

 

I can imagine that this would be a bitch to program. And the screen would probably have to scroll. However, this looks like a pretty fun kind of puzzle game. Something semi-quiet that would take concentration to win.

 

200px-Fillets-ng-cellar.png

Edited by Tinty
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Maybe this would not qualify as a new, full CIB release in itself, maybe packed in with another puzzle-type game or two.

 

200px-OriginalSimon.jpg

 

 

I could imagine an Intellivision version having maybe 6-8 "color slices", and the player simply taps the disc to match the colors that play. Fast and fun, instant recognition and playability even for a passing Intv gamer.

 

 

http://en.wikipedia.org/wiki/Simon_%28game%29

 

https://github.com/poetnerd/SimonClone

Sounds like a job for IntyBasic!

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  • 2 weeks later...

Sounds like a job for IntyBasic!

 

Considering I did a version in ECS BASIC a long, long time ago... although it was definitely ECS BASIC quality. It could really use an upgrade.

 

In the meantime:

SIMON SEZ
Written by Joseph Zbiciak (im14u2c@primenet.com)
Second place, Winter 1999 ECS BASIC Programming Competition
March 20, 1999
___________________________________________________________

When you run the game, the screen clears and SIMON builds up his
pattern table, while he politely asks for "One moment."  Once he's
ready, he opens with a four-tone welcome and announces "SIMON SEZ."
From that point forward, SIMON presents you with a pattern of
lights/tones which starts simple and gets ever more complex.

SIMON has four lights, and each light has a unique tone associated
with it.  The numbers "1", "3", "7", and "9" on the game-pad
correspond to these four lights.  SIMON will start out playing a
sequence consisting of a single light/tone, and will expect you to
respond by pressing the corresponding key.  If you press an incorrect
key, SIMON reminds you what the correct key was and the game is
over.  If you press the correct key, SIMON presents the pattern
again, adding a new light/tone, and again, you are expected to respond,
this time providing the new, longer pattern.

The game continues with the pattern getting longer and more complex.
The game continues until either you incorrectly replay the pattern,
or until you get up to a pattern of 16 lights/tones long, at which
point SIMON concedes that you've won.

If you win, SIMON congratulates you, and replays the entire sequence
again as sort of a "victory salute" to you.

Whether you win or lose, you're presented with your score (10 pts times
the number of tones you'd mastered), and bid farewell.

If you want slower play, press "1", "2", or "3" on a hand-controller
at the ECS title screen instead of the DISC.  If you want shorter
or longer play (in terms of pattern length), adjust lines 11 and
15 to whatever you like.  Just make sure 'AA()' is big enough to hold 
the whole pattern specified by 'Z'.


10 CLR
11 Z=16
15 DIM AA(17)
20 PRIN "ONE MOMENT."
30 FOR I=1 TO Z
32 J=RN(0)/4
34 K=IT(J)
36 J=(J-K)*4
38 AA(I)=J
40 NEXT I
42 CLR
44 GSUB 400
45 FM(4)=6
46 PRIN "     SIMON SEZ"
55 FOR K=1 TO Z
56 FOR M=1 TO K
57 I=AA(M)
58 GSUB 100
59 NEXT M
60 FOR M=1 TO K
61 G=AA(M)
62 GSUB 200
63 IF(G=I)GOTO 65
64 GOTO 300
65 NEXT M
66 NEXT K
75 FM(4)=6
80 PRIN " SIMON SEZ YOU WIN! "
90 GOTO 450
97 I=I+1
98 I=I+1
99 I=I+1
100 J=I*6+66
110 IF(I<2)GOTO 130
120 J=J+68
130 BK(J)=I+1
140 C=0
150 V=15
160 P=100*I+100
170 L=1200
175 E=0
176 REM DELAY
177 CALL HUSH
180 CALL ENVT
190 BK(J)=8
199 RET
200 I=0
210 CALL HAND
220 IF(H=9)GOTO 97
230 IF(H=7)GOTO 98
240 IF(H=3)GOTO 99
250 IF(H=1)GOTO 100
255 GOTO 210
300 I=G
301 P=1000
302 L=4000
303 CALL ENVT
305 FM(4)=2
306 PRIN "  OOPS! SIMON SAID"
307 FOR G=0 TO 30
308 NEXT G
309 FOR G=0 TO 5
310 GSUB 100
311 NEXT G
320 K=K-1
330 GOTO 500
400 FOR I=0 TO 3
410 GSUB 100
420 NEXT I
430 RET
450 FOR M=1 TO Z
460 I=AA(M)
470 GSUB 100
480 NEXT M
500 FM(1)=0
501 FM(4)=7
502 K=K*10
510 PRIN "YOUR SCORE:        ",K
513 FM(4)=0
515 PRIN "BE SEEING YOU. :-)"
520 BK(66)=5
525 BK(72)=5
530 BK(146)=5
535 BK(152)=5
550 END

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Considering I did a version in ECS BASIC a long, long time ago... although it was definitely ECS BASIC quality. It could really use an upgrade.

 

In the meantime:

SIMON SEZ
Written by Joseph Zbiciak (im14u2c@primenet.com)
Second place, Winter 1999 ECS BASIC Programming Competition
March 20, 1999
___________________________________________________________

When you run the game, the screen clears and SIMON builds up his
pattern table, while he politely asks for "One moment."  Once he's
ready, he opens with a four-tone welcome and announces "SIMON SEZ."
From that point forward, SIMON presents you with a pattern of
lights/tones which starts simple and gets ever more complex.

SIMON has four lights, and each light has a unique tone associated
with it.  The numbers "1", "3", "7", and "9" on the game-pad
correspond to these four lights.  SIMON will start out playing a
sequence consisting of a single light/tone, and will expect you to
respond by pressing the corresponding key.  If you press an incorrect
key, SIMON reminds you what the correct key was and the game is
over.  If you press the correct key, SIMON presents the pattern
again, adding a new light/tone, and again, you are expected to respond,
this time providing the new, longer pattern.

The game continues with the pattern getting longer and more complex.
The game continues until either you incorrectly replay the pattern,
or until you get up to a pattern of 16 lights/tones long, at which
point SIMON concedes that you've won.

If you win, SIMON congratulates you, and replays the entire sequence
again as sort of a "victory salute" to you.

Whether you win or lose, you're presented with your score (10 pts times
the number of tones you'd mastered), and bid farewell.

If you want slower play, press "1", "2", or "3" on a hand-controller
at the ECS title screen instead of the DISC.  If you want shorter
or longer play (in terms of pattern length), adjust lines 11 and
15 to whatever you like.  Just make sure 'AA()' is big enough to hold 
the whole pattern specified by 'Z'.


10 CLR
11 Z=16
15 DIM AA(17)
20 PRIN "ONE MOMENT."
30 FOR I=1 TO Z
32 J=RN(0)/4
34 K=IT(J)
36 J=(J-K)*4
38 AA(I)=J
40 NEXT I
42 CLR
44 GSUB 400
45 FM(4)=6
46 PRIN "     SIMON SEZ"
55 FOR K=1 TO Z
56 FOR M=1 TO K
57 I=AA(M)
58 GSUB 100
59 NEXT M
60 FOR M=1 TO K
61 G=AA(M)
62 GSUB 200
63 IF(G=I)GOTO 65
64 GOTO 300
65 NEXT M
66 NEXT K
75 FM(4)=6
80 PRIN " SIMON SEZ YOU WIN! "
90 GOTO 450
97 I=I+1
98 I=I+1
99 I=I+1
100 J=I*6+66
110 IF(I<2)GOTO 130
120 J=J+68
130 BK(J)=I+1
140 C=0
150 V=15
160 P=100*I+100
170 L=1200
175 E=0
176 REM DELAY
177 CALL HUSH
180 CALL ENVT
190 BK(J)=8
199 RET
200 I=0
210 CALL HAND
220 IF(H=9)GOTO 97
230 IF(H=7)GOTO 98
240 IF(H=3)GOTO 99
250 IF(H=1)GOTO 100
255 GOTO 210
300 I=G
301 P=1000
302 L=4000
303 CALL ENVT
305 FM(4)=2
306 PRIN "  OOPS! SIMON SAID"
307 FOR G=0 TO 30
308 NEXT G
309 FOR G=0 TO 5
310 GSUB 100
311 NEXT G
320 K=K-1
330 GOTO 500
400 FOR I=0 TO 3
410 GSUB 100
420 NEXT I
430 RET
450 FOR M=1 TO Z
460 I=AA(M)
470 GSUB 100
480 NEXT M
500 FM(1)=0
501 FM(4)=7
502 K=K*10
510 PRIN "YOUR SCORE:        ",K
513 FM(4)=0
515 PRIN "BE SEEING YOU. :-)"
520 BK(66)=5
525 BK(72)=5
530 BK(146)=5
535 BK(152)=5
550 END

 

I typed in your program years ago and stored it on cassette. :)

Did you remember that I asked you back than if I could change the english text to german? It's now the only game in the whole Intellivision library with german in game text. :)

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I typed in your program years ago and stored it on cassette. :)

Did you remember that I asked you back than if I could change the english text to german? It's now the only game in the whole Intellivision library with german in game text. :)

If you have a rom version i would love to be able to play it.

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If you have a rom version i would love to be able to play it.

 

 

 

It's a Basic program for the ECS and stored on a compact cassette.

 

So far as I know, there isn't really an easy way to "ROM" an ECS BASIC game.

 

In theory, you could snapshot the state of the ECS once the game has been loaded (say, in jzIntv), and then write a custom loader to bring the machine to that state. (I've had some discussions elsewhere on just this sort of technique.) But, I haven't done any development work on such a thing. (Also, depending on the ECS BASIC title, the cart would need to provide certain EXEC-specific data structures and game-specific graphics if the ECS BASIC program used the "sucky" feature to suck graphics out of a game title. Simon Sez doesn't do that, but other ECS BASIC games I've seen do do that. Those titles start to tread into iffy copyright grounds if you wanted to put them on cartridge.)

 

More practically: If you can capture a WAV file of the recorded cassette, others can try playing the WAV file from their PC back into the Inty to CLOD the game into ECS BASIC on their own ECS setup. You basically hook your headphone out from your PC to the tape in on the ECS, and play the WAV file at the point the ECS expects to be hearing from the cassette. It's a little tricky to get the volume level right, but it does work.

 

In any case, you'd need an ECS to play the game, whether on cartridge or not, as you need the ECS BASIC interpreter.

 

IntyBASIC, OTOH, is a freestanding compiler that doesn't require an ECS or ECS BASIC. ECS BASIC interprets your BASIC program at run time. That's part of why it's so slow. IntyBASIC compiles the code down to CP-1600 assembly language so it can be assembled like any other cartridge-based game. It doesn't have an interpreter at all. It also runs much, much faster as a result.

 

So, IntyBASIC folks... care to give Simon a try? :-)

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