Coopdevil Posted March 29, 2022 Share Posted March 29, 2022 (edited) I've been thinking about coding something in the fashion of Jeff Minter's classic VIC-20 game "Gridrunner" but not a port or cut down version or demake, just something that borrows (heavily) gameplay elements from it. So the first thing to get running in batari is the infamous X-Zapper. In Gridrunner (and Matrix the sequel), the X-Zapper sits on the bottom line of the screen and advances left to right, wrapping around when it leaves the right end of the screen. On a rhythm (*) it fires upwards and zaps out the entire column it sits at the bottom of. The effect of this is to stop you camping (it's based on Centipede after all - it serves the same purpose as the spider and probably for the same reason) and so gameplay rhythm involves you perpetually running rightwards trying to stay ahead of it and swooping back left across it's face after it's fired and before it's due to do it again. We'll charitably overlook the bug that in the original VIC game the X-Zapper can never fire into the leftmost column... Somebody else's VIC-20 YouTube video follows... There is also a Y-Zapper in Gridrunner that works in the vertical plane and fires in tandem with the X-Zapper but that was always pretty weak sauce as an enemy, I never seemed to get hit by it very often and used to just blank it out. So, fired up batari and produced this in an evening using the ball as the X-Zapper because I want to use Player1 for future enemies. The next thing is add some actual game here. At the moment I'm thinking of NUSIZ1'ing to get three enemy sprites and what I haven't yet decided is whether they will act as conventional divebombers to be shot and avoided, a formation that flies left and right and drops bombs, or something that snakes right to left down the screen in the style of Centipede and Gridrunner. Also whether the player will have u/d movement as he does here. I'm using missile0 for both the player and the X-Zapper because I don't know if missile1 will be needed for some other future gameplay element. I'd like it to evolve organically as I play about with gameplay elements so don't have very much of a plan at the moment. To be honest that's what I think Jeff did on a lot of his early games. Coop (*) A lot of people think this is random in the way it fires and thus horribly "cheap". It's not, and Jeff actually tells you that in the instructions if anybody bothered to read them lol... Edited March 29, 2022 by Coopdevil 3 Quote Link to comment Share on other sites More sharing options...
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