DYCP 2018 (A8)

So Blok Copy on the Atari 8-bit wasn’t the only Cosine contribution to the New Years Disk 2018 because Cosine also churned out a little demo called DYCP 2018. And yes, I know that’s a terrible title but I was taking the Roy Walker approach to naming for this one and, after scratching my head for a few hours, nothing better presented itself!

The main reason for this one is that Andy Vaisey sent along a great cover of the loading music from Uridium 2 on the Amiga; he’d produced it whilst getting his head around the Atari 8-bit’s POKEY sound hardware but the tune was triple speed (so is called 150 times a second rather than just 50) and needed code around it which wouldn’t mind being interrupted from time to time if you’ll excuse the “pun”. I wasn’t thinking about that as I delved through my workfiles but realised that one of my five year old DYCP prototypes would work in that respect and spent a morning making the two work together.

Why is there a copy of the C64’s power up screen here…? That’s mostly because the DYCP routine has been written the “C64 way” using one character set and arranging everything in memory to make drawing the letters as fast and efficient as possible.

Blok Copy (A8)

Blok Copy on the Atari 8-bit is an action puzzle game that I originally wrote for the Atari 2600 but bodged the code so badly that it crashes real consoles – one of these days that’ll need sorting out – before porting the game logic to the Commodore PET and onwards to other platforms. And now there’s a new version in town, during the Christmas period the source code was pulled apart and introduced to the Atari 8-bit before some demo-like vertical colour splits were added to make it look pretty and Andy Vaisey produced a lovely rendition of the Sean Connolly tune Sporting Chance which has been the Blok Copy soundtrack since the C64DTV2 version. This new iteration was released as part of the New Years Disk 2018

The gameplay is simple enough, the playfield has five rows of seven tiles which are randomly mixed up at the start of a level and the player has to shift them around until the first column is all 1 tiles, the second has all 2 tiles and so on. A joystick in port 1 controls the on-screen cursor and holding fire whilst moving up or down will shuffle the current column accordingly with left or right moving the current row. The time limit might seem generous on the first level where only three computer-controlled moves take place, but won’t feel so as the game progresses.

The Atari 8-bit code and graphics were ported from the C64 version, but before that happened I wanted to make some tweaks; the source has been “sanitised” to make it more readable, the in-game graphics reworked so that it’s easier to tell the tiles apart – people complained about that with the previous version – and a couple of bugs squidged which were introduced when reworking the PET code. That means there’s a new version for the C64 too, so welcome to Blok Copy RX which was also released today!

Happy new year and all that gubbins… there’ll be a second post along in the near future for the other release from today!

Playing Humanoid (Atari 8-bit)

Despite the house currently being in chaos and the room I use as an office having been dismantled there’s still been a little time for some gaming recently. So I’ve been playing Humanoid on the Atari 8-bit, a scrolling shoot ’em up released in the early 1990s. The gameplay doesn’t really offer much in the way of frills, just seeing the player guiding their craft through increasingly narrow spaces in the landscape whilst avoiding contact with enemies which drift across the screen, occasionally changing speed to make things more difficult.

There are also destructible walls to blast a path through and laser gates which need to be temporarily disabled by shooting the nearby control units, so the player has quite a bit to keep an eye on which can rob them of a precious life. At the end of each level is a boss stage where a static mothership sits on the right side of the screen and peppers the player with bullets; this repeats but doesn’t seem to change in difficulty as the game progresses, but dying doesn’t have an effect on the lives counter and it’s worth slogging through for the cool explosion and extra ship awarded at the end.

The backgrounds and player sprite might look familiar to C64 gamers because they were lifted wholesale from Hugh Binns’ budget blaster Subterranea – even the code for decompressing the backgrounds seems to have made it across – whilst Mirax Force on the Atari 8-bit seems to have donated its enemy sprites to the cause. This “borrowing” of assets for a commercial title has happened a few times on the Atari 8-bit and I’ve previously spotted graphics lifted from Lethal Zone, Task 3, Uridium, Tangent, Hawkeye and Stormlord (the latter two used by the same Atari game, Hawkmoon) amongst others. Here’s what Subterranea looks like for reference:

And, although there are other games like Astromeda which work in a similar way as regards in-game sprites, Humanoid presumably looks to Mirax Force for inspiration on that front too. In this case the player craft is using two players and all four missiles to build a twelve pixel wide object, leaving just the two remaining players for all of the nasties so only one of them can exist on a horizontal row with the player and everything just moves right to left without any changes to the vertical position to avoid conflicts. A few people these days seem to feel that the limitations make this technique somewhat “cheap” but it’s a good starting point for a newly-minted coder at least and can still make for a fun to play game.

The game is does have some issues though; there’s what appears to be either a bug – or potentially a fault in the cracked version online – which will occasionally cause the player’s gun to “jam” for short a while and the collision detection is stricter than Subterranea too so getting through some of the already tricky-to-negotiate gaps is more difficult. Enemy spawning also seems to be random as do the speed changes made whilst they travel across the screen and the sudden changes in speed; that’s not a bad thing in itself but makes avoiding obliteration even harder, especially since the exploded ships continue moving and explosions are also fatal.

Humanoid is an average shooter but one I’ve always had fun with personally, although I possibly wouldn’t recommend it to anyone not looking for a challenge since it doesn’t take many prisoners on the difficulty front and some of the deaths can be pretty cheap, even more so than the game it lifts elements from. With a little tweaking it could’ve been less frustrating to play and some bespoke graphics probably wouldn’t have gone amiss as well, but what’s there is still worthy of at least some attention.