-- + now have infinite bombs -- + time limit now set to -- 60-seconds -- + fixed to stop all sounds -- at the end of the game -- + locked the bomber controls -- if the player's time is up -- + added short period of -- rest when timer reaches -- zero -- + added venetian effect -- before showing final score -- and values
Add tank option to reappear in reverse
Add tank option to go faster than before
Added optional sound effects (see code to disable or press CTRL-M during runtime)
(09-13-18) ... Improved accuracy, should be able to hit tank if on edge of screen now.
(09-12-18) ... Released cart
Back in the early days of Apple ][, Robert C. Clardy and Bill Budge ruled the roost.
Robert C. Clardy for his fantastic INTEGER HIRES and LORES adventure games and Bill Budge for his incredible machine-language games which included, Bomber, as you see the tribute here, but also, Space War, Night Driver, Raster Blaster Pinball, Lunar Lander, and Pinball Construction Set.
He was one of the great pioneers of early video game programmers working directly in the 6502 assembly programming language whereas most other game programmers, myself included, chose to work in the simpler languages of Integer Basic and Applesoft Basic.
Perhaps the one game that struck me the most fascinating as a boy was his 20k machine-language BOMBER game. It was a simple premise. You had one key to press that launched a bomb from your plane that moves from one side of the screen to the next.
What I especially liked was the fact if you watched carefully, and I did, that every single pixel that made up the tank image exploded outward when your bomb contacted the tank. It was a real treat to see as many games back then only dreamed of having fragmentary explosions.
The tank initially started out as half that speed so it was a pretty easy target for the jet. After that, the tank changed speeds which made the game more challenging. That and the tricky curve of the bomb as it starts out slow in its descent and accelerates as it falls.
Here now is my tribute to him and his game, the graphics, mechanics, mathematics, and hopefully physics are very close to what he wrote those many years ago.
With options in the source to change from B&W to color and even add flickering of the sprites which is what his original game had in it.
How many tanks can you hit before the time runs out ?
Very cool! I agree that the explosion effect is the most impressive/satisfying part :-) The tanks seem to sometimes "pop in" right in the middle of the X axis though, which means (depending on where the plane is at the time) that some cannot be hit. Is that intentional? NB: I was playing in a browser...
This is a tribute game so it's supposed to run like the original. Only one tank per customer, please. :)
And yes, I'm having a little difficulty in the code where the bomb is on one side of the screen and the tank is in the other - for them to connect.
I made an update that should fix this. If not, feel free to do so yourself and please let me know what you did to make it work !
Will post my update now.
Fuchikoma71, can you please record a video in PICO of this phenomenon happening where the tank blinks ? If you didn't know PICO could record video, let me know and I'll assist. Thanks !
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