First Spear Posted September 9, 2014 Share Posted September 9, 2014 Maybe this would not qualify as a new, full CIB release in itself, maybe packed in with another puzzle-type game or two. 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 Quote Link to comment Share on other sites More sharing options...
+Lathe26 Posted September 9, 2014 Share Posted September 9, 2014 French-Canadian version would be Simone Says. Quote Link to comment Share on other sites More sharing options...
First Spear Posted September 9, 2014 Author Share Posted September 9, 2014 (edited) 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 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. Edited September 9, 2014 by Tinty Quote Link to comment Share on other sites More sharing options...
+JasonlikesINTV Posted September 9, 2014 Share Posted September 9, 2014 I would buy if this was added: http://en.wikipedia.org/wiki/Bop_It Quote Link to comment Share on other sites More sharing options...
catsfolly Posted September 9, 2014 Share Posted September 9, 2014 Maybe this would not qualify as a new, full CIB release in itself, maybe packed in with another puzzle-type game or two. 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! 2 Quote Link to comment Share on other sites More sharing options...
intvnut Posted September 18, 2014 Share Posted September 18, 2014 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 2 Quote Link to comment Share on other sites More sharing options...
+BBWW Posted September 23, 2014 Share Posted September 23, 2014 This is the best controller for Simon Says. 1 Quote Link to comment Share on other sites More sharing options...
Rev Posted September 23, 2014 Share Posted September 23, 2014 Simon says smash! Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted September 23, 2014 Share Posted September 23, 2014 Simon says smash!things to do: change name to simon, refer to myself in the third person... Quote Link to comment Share on other sites More sharing options...
Rev Posted September 23, 2014 Share Posted September 23, 2014 things to do: change name to simon, refer to myself in the third person... Go for it. Simonpimp69? Quote Link to comment Share on other sites More sharing options...
Intymike Posted September 24, 2014 Share Posted September 24, 2014 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. 2 Quote Link to comment Share on other sites More sharing options...
pimpmaul69 Posted September 24, 2014 Share Posted September 24, 2014 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. Quote Link to comment Share on other sites More sharing options...
Intymike Posted September 24, 2014 Share Posted September 24, 2014 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. Quote Link to comment Share on other sites More sharing options...
intvnut Posted September 25, 2014 Share Posted September 25, 2014 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? :-) Quote Link to comment Share on other sites More sharing options...
+Lathe26 Posted September 25, 2014 Share Posted September 25, 2014 ... So, IntyBASIC folks... care to give Simon a try? :-) Now I'm really curious what the results as well... Quote Link to comment Share on other sites More sharing options...
Intymike Posted September 25, 2014 Share Posted September 25, 2014 I think I have some Simon Sez photo's in the vault... 1 Quote Link to comment Share on other sites More sharing options...
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