+johnnywc Posted April 27, 2004 Share Posted April 27, 2004 Hello all, I just finished school yesterday and I'm ready to dive into a homebrew idea for the 2600. My idea is a 2600 version of Rip Off! I did a search on the Atari Age forums and found this thread about a guy who wanted to do it but there was never any discussion of *how* it could be done. Anyway, for those of you not familiar with the game, it's a fantastic 1 or 2-player cooperative game where you control a tank that can rotate 360 degrees (similar to combat/asteroids). The object is to protect 8 fuel pods in the center of the screen from being "ripped off" by up to 3 attacking enemy tanks. You protect the pods either by shooting missiles bullets at the tanks or ramming into them. The enemy ships do not fire missiles; they are armed with short range "lasers". Overall, a pretty simple game that is easy to play and addictive (at least the arcade game is) and is great with 2 players and I would love to be able to play it on a 2600. To make a reasonably complete version of Rip Off, the follow would have to be displayed simulataneously: - up to two player tanks displayed at once. - up to three enemy tanks displayed at once. - a number of pods. 8 is how many were in the arcade; 4 would be acceptable. - one bullet for each player - short range "lasers" for the enemy tanks. think of this as being just a link protruding from the tank in the direction that it is facing. For a simple game, it doesn't lend itself nicely to the 2600 programming paradigm, requiring up to 5 sprites to be displayed at once with no vertical separation. This assumes, of course, that the pods, missiles and the lasers are all rendered using the ball, missiles and playfield. So, the question is: is this game possible? If so, what is the best way to do it? What does everybody recommend? Here are my thoughts... be aware that I've never "finished" a 2600 game but I have dabbled enough in the programming to be aware of it's limitations (to an extent)... - for a one player game, multiplex player 1's tank and 1 of the enemy tanks using player 0. multiplex the other two tanks using player 1. - for a two player game, multiplex player 1's tank and 1 of the enemy tanks using player 0. multplex player 2's tank and the other 2 tanks using player 2. - player 1 and one of the tanks multiplex missile 0 for their missile and laser, respectively. - player 2 and the other two tanks multiplex missile 1 for their missile and laser, respectively. Only one of the two enemy tanks could fire a laser simultaneously. - the ball is multiplexed for the pods. this could also be the playfield graphics, but the course resolution wouldn't work and this would also force the playfield to be asymetrical. another thought is to have the playfied display the non-moving pods, and have the ball multiplexed to display moving pods (the pod would be 4 color clocks wide to accomodate the resolution of the playfield). I would love to hear everybody's thoughts on this and thank you for taking the time to read it!! PS I'm not doing this for the money either... Quote Link to comment Share on other sites More sharing options...
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