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 Downloads | Cave In | Bombs Away | Turbo | Drag Race | Inferno | OS2600 | Primage Plunge | Road Blaster | Jumper | Grand Theft Atari Demo
  Cave Run | Gate Racer | Gate Racer II | Jungle Adventure Demo |
Touchdown Challenge 2600 | Diamond Drop
 
 
 
 My Games - Downloads
 

All of my games have their own individual section with a description of the game, screenshots, downloads for source and binaries, and downloads for any extras that might be available for that game (maps, manuals, etc).  The list at the top of this page is designed to make it easier to download games without having to scroll down to each individual game's section on this page.  There is a link to the original AtariAge thread for each of my games if you'd like to download earlier releases or read about the development of the game.

All of these homebrew games and demos are for the Atari 2600.  I have additional homebrews for the 7800 in that section of my site.

All of my 2600 games were written with batariBasic along with some added inline assembly in some cases, for example the title screen in CaveIn is written in pure assemmbly.
 

 Cave In    Bombs Away    Inferno    Primate Plunge    Jungle Adventure Demo  
         
                   
Downloads  

 Description

  Link
RoadBlaster   Road Blaster Version 1.06 (4k) AA Forum
RBlast Source   batari Basic Source Code AA Forum
Primate Plunge   Primate Plunge Version 1.0 AA Forum
Primate Plunge Source   Primate Plunge Source Code AA Forum
Turbo   Turbo Version 1.0 (16k) AA Forum
Turbo Source   Turbo ASM/bB Source Code AA Forum
Drag Race   Drag Race Version 1.0 (16k) AA Forum
DragRace Source   Drag Race ASM/bB Source Code AA Forum
Jumper   Jumper Version 0.99rc1 (16k) AA Forum
Jumper Source   batari Basic Source Code v0.99 AA Forum
Bombs Away   Bombs Away! v0.45 binary AA Forum
Bombs Source   Bombs Away! v0.45 source code AA Forum
Inferno   Inferno v0.24 binary AA Forum
Inferno Source   Inferno v0.24 source code AA Forum
Grand Theft Atari   Demo Binary AA Forum
OS2600   OS2600 v1.2 binary AA Forum
OS2600 Source   OS2600 v1.2 source code AA Forum
Cave Run   Cave Run binary (32k) AA Forum
Cave Run Source   Cave Run Source (w/asm files for titlescreen kernel) AA Forum
Cave Run Map   JPG Map of game world AA Forum
Gate Racer Source   Gate Racer Source (w/all modified bB includes) AA Forum
Gate Racer Binary   2k Gate Racer Binary AA Forum
Gate Racer II Source   Gate Racer II Source AA Forum
Gate Racer II Binary   Gate Racer II Binary AA Forum
Gate Racer II Includes   Gate Racer II Modified batari basic include files for compiling AA Forum
Jungle Adventure bin   Jungle Adventure Demo Binary AA Forum
Jungle Adventure Source   Jungle Adventure Source Code AA Forum
Touchdown Challenge 2600 bin   Touchdown Challenge binary AA Forum
Touchdown Challenge 2600 source   Touchdown Challenge Source Code AA Forum
Diamond Drop bin   Diamond Drop Binary AA Forum
Diamond Drop 2600 source   Diamond Drop Source Code AA Forum
Diamond Drop 2600 bB Includes   Diamond Drop custom include files for compiling with batari Basic AA Forum
       
Cave In Downloads  

 

   
CaveIn.bin   CaveIn NTSC Binary (build 230, 8/31/2009)  
CaveInPAL.zip   CaveIn Source/Binaries (PAL50/PAL60 versions, build 230, 10/21/2010)  
CaveIn.asm   CaveIn NTSC Source Code (build 230 8/31/2009)  
CaveIn.doc   Early revision of manual, contains spoilers.  
CaveIn.jpg   CaveIn Map (Room graphics have changed, cave layout is the same)  
DevRoms.zip   The first 229 development ROMs, plus more.  
RoomTable.xls   Original Room Connection Chart  
Manual.Doc   Instruction Manual in MS Word format.  
AVI Playthrough   Level One Playthrough (AVI format - 12MB)  
ScoreGraphics   Custom Score_graphics.asm for compiling  
RoomLayout   Original Room Layout Design Map  

 

 
 
     
 
 Cave In
   

  Cave In is a large adventure game for the Atari 2600, inspired by the 2600 versions of Raiders of the lost ark and Adventure.  Below are the download links and the instructions on how to play the game, as well as other files and documents I created during the development process.  For more info, you can visit the AtariAge forum thread here. Want to see CaveIn in action? Download the Level One Playthrough here. Be warned, it shows how to beat the game, so don't watch if you want to figure it out for yourself.  Also, I'm on a free webhost with only 1GB of transfer per month.  So please download it once, then send it to all your friends! :) Cave In is now available for purchase at the AtariAge store. The $30 purchase price includes the cartridge and a professionally printed manual, you can see screenshots of both below.
         
 Cave In to help support Autism research  

 

   
All of my proceeds for Cave In will be donated to Autism Speaks. Autism is one of the fastest growing developmental disabilities in the US, with 1 in 91 children being diagnosed (as of October 2009). It knows no cultural or racial boundaries, and that number is increasing every year. My son was diagnosed with Autism at the age of two, 9 years ago. So much has been discovered and learned since then, but there is still no cure. By purchasing Cave In you're not just getting a great game for the Atari 2600, you're also contributing to a great cause that needs everyone's attention, and you're helping to fund research that will hopefully find a cure. Thank you for your support and your interest in Cave In, and for helping my wife and I support Autism Speaks.
Cave In Downloads  

 

   
CaveIn.bin   CaveIn NTSC Binary (build 230, 8/31/2009)  
CaveInPAL.zip   CaveIn Source/Binaries (PAL50/PAL60 versions, build 230, 10/21/2010)  
CaveIn.asm   CaveIn NTSC Source Code (build 230 8/31/2009)  
CaveIn.doc   Early revision of manual, contains spoilers.  
CaveIn.jpg   CaveIn Map (Room graphics have changed, cave layout is the same)  
DevRoms.zip   The first 229 development ROMs, plus more.  
RoomTable.xls   Original Room Connection Chart  
Manual.Doc   Instruction Manual in MS Word format.  
AVI Playthrough   Level One Playthrough (AVI format - 12MB)  
ScoreGraphics   Custom Score_graphics.asm for compiling  
RoomLayout   Original Room Layout Design Map  
 
Screenshots  

 

   

    Below are images of the game on cartridge and the instruction manual, available for purchase at the AtariAge store.
 
   

   
             
    Below are in game screenshots of Cave In.                           titlescreen
 
x      
         
x   x

 
 
Video   Instruction Manual
   

 
 
Special thanks to David Exton (liveinabin), the artist who created the instruction manual below.  You can click on the image for a larger version.  The pages are divided up for duplex printing to be used as a folded booklet.
 
Front and Back Cover   Pages 1 and 6
 
     
Pages 3 and 4   Pages 5 and 2

 
 
 
 
   Secrets Revealed!  
     
  To celebrate the 4th anniversary of the release of Cave In in the AtariAge store in January 2010 I thought I'd share the hidden secrets in Cave In, including how to unlock the easter egg.  I included all of the secrets within an image file so nothing shows up in a google search, you'll have to actually download the file and look at it to see the clues.  Of course this is a very big spoiler so don't download it if you want to try and solve everything in the game by yourself.

 

 
     
 
     
 
 Bombs Away (2010)
 
Description
:

Bombs Away is a fast paced action game inspired by Activision's Kaboom.

Gameplay:

The object of the game is to zap the falling bombs before they reach the city below. You have a powerful laser beam that can be moved back and forth to take out the bombs. The city also has a set of shield defenses which will stop the bombs, but you won't score any points for their desctruction. You also have one super powerful laser blast that you can deploy at any point during the game. It will destroy all of the falling bombs on the screen. To activate the super laser, push up on the joystick. You will receive 10 points for every bomb you destory, and as mentioned before, no points for bombs destroyed by the city shields.

The game is divided up into 12 levels, and with each passing level you'll face a faster bombing raid on your city. Once you reach level 12, it's a test of endurance - there will be no more pauses in the action until you reach the inevitable destruction of your city. You'll see your city blow up when six bombs have hit. When the game pauses at each level, press fire on the joystick when you're ready to continue. There is a brief pause built in so you don't accidently move past the level change screen, the fire button won't work for a few seconds.

The city can survive six direct bomb hits before it's destroyed. Your six hits are indicated with the level counter at the bottom of the screen. If you reach the end of a level and you've taken at least one hit you will gain one life back. Once you reach level 12, there are no more opportunities to gain extra lives.

The game also includes options screen to customize the difficulty level. You can select which level you want to start on and whether or not you want the shields to be activated. To select whether or not you want shields, push left/right on the joystick. To select your level, push up/down on the joystick. The default option is to start on level 1 with the shields on. After you've made your selections, press fire to start the game.

This game includes the option of having a second player control the city's shields using the right joystick. If no one is using the right joystick, the shields will hover back and forth automatically.

Downloads
Bombs Away   Bombs Away! v0.45 binary AA Forum
Bombs Source   Bombs Away! v0.45 source code AA Forum
 
Screenshots

 

     
         
       
         
 
 
     
 
 Turbo (2007)
 


Description
:

Turbo is a 3D racing game. The object is go race as far as you can and get as many points as you can without destroying your car or running out of gas.

Gameplay:

When you start the game, it's night and you have a full tank of gas. There is a pitstop/gas station that you can enter to refill your gas tank and repair damage to your car. The gas station will appear when you are getting low on gas. To enter the gas station, run into the "sign" on the right side of the road as it passes by. The gas gauge will also flash with the gas pump road sign when you're low on gas.

Once you're in the gas station, you'll see a top down view of your car with a workbench to your left and a gas pump to your right. Drive your car over the gas pump to refill your tank, and drive your car over to the workbench to repair your car. The workbench will have a closed sign if your car has very minor damage, and may appear closed if you have the difficulty set to a higher level, which is explained later. When you're done, drive off the top of the screen to re-enter the roadway. Important! You'll want to refill and repair your car as quickly as you can while you're at the gas station, as your score continuously decreases for as long as your remain in the gas station.

On the main screen, there is a gas gauge at the top left of the screen. As the fuel bar decreases, it will change from green to yellow to red... if you run out of fuel, the game ends and "empty" will appear on the screen. Press down on the joystick to return to the title screen. If your car is destroyed, the car sprite will change to a damaged car and the game ends. Press down on the joystick to return to the title screen.

Weather will also affect the game. At night, it may start to rain, which makes your car slide back and forth a little bit as you drive. Oncoming traffic is also much more difficult to see, as for they don't have headlights. When the sun has fully risen, the screen is a glaring white. Oncoming traffic is also more difficult to see when the sun is in your eyes.

In the normal game mode, with the difficulty switches set to B/B and the Color/BW switch set to color, the game is farily easy. In order to make the game a little more challenging, you can increase the difficulty in the following ways:

B/W switch
- color mode - oncoming traffic moves at normal speed
- b/w mode - oncoming traffic will move twice as fast
Left Difficulty switch
- B - normal damage
- A - your car takes 3 times as much damage with each hit.
Right Difficulty switch
- B - Normal Workbench operation
- A - Workbench will only be open when you are VERY low on gasoline. You'll have to time it just right.

Hint: time how long it takes for you to run out of gas when you get down to one bar left. When there is one bar on the screen, you'll have to wait about 1/2 the time it takes before you run out. This definitely adds a level of challenge - timing is everything!

Downloads
Turbo   Turbo Version 1.0 (16k) AA Forum
Turbo Source   Turbo ASM/bB Source Code AA Forum
 
Screenshots
         
         
         
 
 
     
 
 Drag Race (2007)
 
Description:

Drag Race is a 3D drag racing game with gameplay similar to Activision's dragster.

Gameplay:

To start the game, hit the fire button on the title screen. You will then start off in the staging area, with a traffic light on each side of you. Wait for the light to go from red to yellow to green, and smash the throttle. Hit the throttle too early, and you'll get a false start and have to begin again. It's a manual transmission, so don't forget to shift by pushing the joystick left - if you bury the tachometer in the red you'll blow your engine. Just like Dragster, keep pushing left to switch gears, there are 5 in all. The gear you are currently in is displayed on the top of the screen, along with your current elapsed time. Try to keep the revs as close to or just barely into the red zone of the tachomter to get the best times. Once you've finished the race, push down on the joystick to start over and re-enter the staging area. If you do nothing, you'll reach the end of the drag strip in 15.99 seconds, and the race will end. If you have a false start or blow your engine, push down on the joystick to start over.
 
Downloads
Drag Race   Drag Race Version 1.0 (16k) AA Forum
DragRace Source   Drag Race ASM/bB Source Code AA Forum
 
Screenshots
         
            
         
         
 
 
     
 
 Inferno (2010)
 
Description:

Inferno is game inspired by the original Towering Inferno by US Games.

Gameplay:

The object of the game is to put out as much of the fire as you can and safely escape the burning building.

You'll start off on a screen with a burning building, 14 stories tall. Move your fireman to the right to enter the building. Each of the 14 levels has a timer, you have approximately 30 seconds to put out as much of the fire as you can and safely exit the room at the top. When the timer gets down to about 5 seconds, the score will start to flash and an alarm will sound to let you know that time is about to expire. Each level of the building has it's own unique floor plan, some are more challenging to get through than others. You'll score 10 points for each fire that you put out. Once you've made it to the exit, you've cleared that level of the building and can move on to the next. Each time you clear a room, you'll go back to the building screen and you'll see one level of fire disappear. Enter the building again to move on to the next level. The goal of the game is to clear as much fire from each room as you can (racking up as many points as possible) and safely exit the building. You can win the game without putting out all of the flames.

There are three levels of difficulty which are selectable at the title screen. Push up and down on the joystick to select the level, then press fire to start the game. The fire moves progressively more quickly in each level, and in level three you begin with only 3 fireman rather than 6.

Downloads
Inferno   Inferno v0.24 binary AA Forum
Inferno Source   Inferno v0.24 source code AA Forum
 
Screenshots
         
               
         
 
 
     
 
 OS2600 (2011)
 
This is a collection of five mini-games and three apps with a "OS like" presentation where you have to click on icons on a desktop to launch the individual programs. They all have a similar theme, I was trying to give the appearance of simple games in a desktop window similar to the old Windows entertainment pack games in Windows 3.1. Sound has not been implemented yet and there are some issues with a few of the apps, but they do all work.

Navigating the 'GUI':

It's pretty easy - Move the pointer around with the joystick and click on the icon you want to launch by pressing the joystick button. The one thing that's not so obvious is how to close out of a game or app without resetting the entire program. Hit game select (F1 in Stella) to exit a game and get your cursor arrow back, you can then click on the top right corner of the window to close it and get back to the main desktop.

Here's the games:

  • Boulder. In this game you have to run around and avoid the bouncing boulder while at the same time shooting it to score points. You get one life, if you're hit by the boulder you die and the game ends.
     

  • Pong. You play against the computer, and whoever gets five points first wins the match. The computer has a basic AI and will occassionally miss.
     

  • Tubes. The gameplay is based on a game that atari2600land wrote a few years ago called "Smiley", it's one of my favorites from him. There are four pipes in each corner of the playfield, and you control a ball that can roll between the four corners. The object is to keep the bombs from entering the tubes by rolling the ball back and forth between the tubes. Once you start rolling, you can't change direction until you hit a corner. If three bombs explode the game ends.
     

  • Mountain. In this game, you have move your crosshair to shoot the bombs falling out of the sky before they hit the mountain. You score one point for each bomb hit. Once three hit the mountain and explode the game ends.
     

  • Alley. This is similar in gameplay to Hogan's Alley. You control a crosshair looking at a building with nine windows. Shoot the bad guys, don't shoot the friendly people. You get three lives and score one point for each bad guy shot. You get a few seconds to react, if you don't shoot a bad guy in time you lose a life and if you shoot a friendly person you lose a life.

Here's the Apps:

  • Tone Toy. It's pretty much exactly the same code that Random Terrain wrote years ago, you can change tones and frequencies to select a sound for a bB game.
     

  • Calculator. It's batari's code from his "bB Calc" demo he wrote a few years ago. It works, but I had trouble modifying it to work with pfres set to 32 so the cursor doesn't hover over the numbers like it should.
     

  • Paintbrush. I also had a hard time getting this to work properly with the higher playfield resolution. The ball remains pretty close to where the next playfield block is painted, but it's not perfect.

Downloads
OS2600   OS2600 v1.2 binary AA Forum
OS2600 Source   OS2600 v1.2 source code AA Forum
 
Screenshots
         
         
         
         

 

 
 
     
 
 Primate Plunge (2007)
 
Description:

Primate Plunge is based on a freeware game of the same name.  I created a somewhat simplified version of the game for the 2600.  You control a monkey falling through the jungle, grabbing trees along the way.  The more branches you can grab before you fall to the bottom, the higher your score.

Gameplay:

To start the game, hit the fire button on the title screen.  You'll immediately start falling.  In addition to the tree branches that you can grab during your fall, there is also a tiny trampoline that will bounce you up a little higher, and maybe help you grab that next branch.  There is a parachute pack powerup that falls from the top of the screen on occasion, grab it and you'll float in the air for 3 or 4 seconds, earning double points as long as you're holding on to your chute.  The game ends when you fall to the very bottom of the screen.  The game increases in speed as you get farther in.

 
Downloads
Primate Plunge   Primate Plunge Version 1.0 AA Forum
Primate Plunge Source   Primate Plunge Source Code AA Forum
 
Screenshots
         
         
         
 
 
     
 
 Road Blaster (2006)
 
RoadBlaster is a driving game loosely based on the old Atari Arcade game called 'RoadBlasters'.  The Goal in the game is to survive as long as possible on the road, and of course, score as many points as possible. 

You have a missile equipped car, and can shoot oncoming cars for points.  Shooting cars will sometimes make powerups appear, which will increase the health of your car.  Roadblocks randomly appear in the roadway -- watch out, they may push you into oncoming traffic!  Your car sustains damage every time you are hit by an oncoming car or are hit by an enemy missile.  Your car will change colors as you take damage -- when it turns red, your car is in it's final stage of destruction.  You will gain points for every second you are able to stay alive on the road.  The enemy cars will be more aggressive as the game progresses, driving faster and more erratically to make it more difficult for you to shoot & avoid them.

Other Features:  Roadblaster has audio routines -- there is a constant engine rumble, which revs faster when you speed up and slower when you slow down.  There are also sounds when missiles are fired.  The game also pauses when it's over to display your score -- I know you'll be recording it in your official Atari High Score log book, right? :)

There is no cartridge release planned for this game, however carts can be custom made at AtariAge.Com.  I do plan on making a label for this game, which will be posted here when it's complete.

Updated 6/5/2006 - A new version of this game was created for the Midwest Gaming Classic, with an improved title screen, death animation, and bug fixes (it will now run on real hardware). 

Downloads
RoadBlaster   Road Blaster Version 1.06 (4k) AA Forum
RBlast Source   batari Basic Source Code AA Forum
 
Screenshots
         
         
         
 
 
     
 
 Jumper (2006)
 
Jumper started out as an idea to clone the old Epyx Jumpman game from the Commodore 64.  Due to the limitations of the programming environment, I wasn't able to replicate it perfectly, but I think the end result is a pretty fun to play game.

The object is to run and jump to the top of the screen and collect the four treasures.  The next treasure appears after you've collected one, they don't all show up at the same time.  After you've collected four, you'll move on to the next, more challenging level.  There are 12 levels of increasing difficulty.  Missiles fire at you as you ascend to the top, and will change direction and shoot when you cross their path.

Updated 6/5/2006 - The latest version is now 16k, and includes many new features.  There is a level & treasure counter on the title screen, 12 unique levels, four of which feature dynamically changing playfields.  Jump to the AA Thread for all of the latest info on this game (link below).

Updated 5/24/2007 - I won't be developing on this game any further, consider .99 to be the final version.  There are no major bugs in the game, there were just some gameplay tweaks that I was planning on making that don't seem possible now using the bB programming environment.

Downloads
Jumper   Jumper Version 0.99rc1 (16k) AA Forum
Jumper Source   batari Basic Source Code v0.99 AA Forum
 
Screenshots
   
AtariAge displayed Jumper in their booth at the
2006 Midwest Gaming Classic:
   
       
         
 
 
     
 
 Grand Theft Atari Demo (2010)
 
Description:

This is a demo, it is in no way a complete game yet!  It's still fun to play around with though, and I may eventually finish it.  You can follow it's development in the AA Forum Thread.

Grand Theft Atari is a multi screen adventure (similar to Cave In) that incorporates batari's Indy500 code, so you're driving a car around rather than walking around. I included 254 individual road screens for you to drive around on. The goal I was thinking of was that you'd have to burglarize the 50 houses that I spread out around the map. You can currently enter all 50 multi-room houses, but there's not really anything to do inside them yet.

I included the ability to pull up a road map screen that shows you your exact location on the map. Activate the map screen by toggling the color/bw switch. When you're on the map screen, move left and right to see both parts of the map. In order to enter houses, you'll have to exit your car and walk into the "door" of the house. Enter/exit your car by toggling the left A/B difficulty switch. When you exit your car, you won't be able to leave the screen you're on, but you'll be able to walk into the houses. Houses you can enter have a different colored door, if there's no door, you can't enter that house. Also, to change the top speed of your car (fast/slow), toggle the right difficulty switch.  When you're outside of your car, you can shoot the pedestrians.  When you're in your car, you can run them over.

I'm still pretty early in the development process. All of the graphics in the game will likely be changed before I call this complete, some of the screens are just placeholders. I'm not sure exactly where I'm going to go with this yet, but it's been a lot of fun to make it so far. I love driving games, and I especially love Grand Theft Auto. There are likely still some bugs and issues here and there, I've still got lots of work to do!

 
Downloads
Grand Theft Atari   Demo Binary AA Forum
 
Screenshots
         
         
         
 
 
     
 
 Cave Run (2012)
 
The object is to run through thirty horizontally placed screens (or "caves") and grab the treasures on each level. Some backtracking and creative jumping is required to reach some of them. Once you have collected all the treasures the final screen unlocks. If you successfully navigate the last screen you win the game. You start the game with three lives.

Obstacles:

Any of these obstacles will cause you to lose a life. When you die you "explode" like a bomb, I threw that in there from the beginning mostly because I thought it was kind of funny. I have no specific explanation as to why you explode when dying in this game.

- The Bat. There is a bat that flies around each screen, if it touches you you will lose a life. The bat will disappear after a hit just for the screen you are on, it will reappear when you change screens.
- The Pits. If you fall off the bottom of the screen you will lose a life.
- Barriers. Some screens have a barrier that moves back and forth. If you hit it, it will push you to the right and could cause you to fall into a pit. Be careful to time your jumps and avoid them.

Treasures:

There are 2 treasures in each of the 31 rooms. Some move in patterns that require precise jumps, others are positioned so that you may have to fall into them to collect them, and some are static. All 62 need to be collected to win the game. You score 10,000 points for each treasure, but it's more of a way to keep track of how many you've collected. You'll end up with the same score every time if you beat the game. I used batari's 5+1 score minikernel, so the right side represents your remaining lives.

Options:

I've included an options screen at the beginning of the game that lets you choose the speed of the bat, god mode (which disables collisions with the bat and barriers), gravity and jump velocity. To choose an option, move the joystick up and down to select which option you want to change, and then push the joystick left or right to select the setting for that option. Pressing the fire button will start the game. Please note that the default options for gravity and jump velocity are what I designed the with, some platforms are placed in a very specific places that match up with the defaults. Choosing different options is fun to play around with in the game, but certain combinations of them could make the game unwinnable.

- Bat Speed: High or Low. Low is the default. High simply makes the bat fly around faster.
- Player Speed: High or Low. Low is the default. High makes the player run faster.
- God Mode: On or Off. Off is the default. Turning God mode on disables collision detection with the bat and barriers, and also allows you to fall into a pit and survive.
- Gravity: High or Low. High Gravity is the default. Switching to Low gravity will allow you to jump farther.
- Random Start: On or Off. Off is the default, you'll always start in the first room at the beginning of the map. Turning random on will cause you to start in a random location.
- Velocity: High or Low. Low velocity is the default. Switching to High velocity will allow you to jump higher. High velocity jumping may make it impossible to get to certain treasures.

The Map Screen:

Press the color/BW switch (F4/F3 in Stella) to go to the Map screen. The map screen shows all 31 rooms in order from the top left down to the bottom right. It also shows your current position on the map and which rooms still have treasures in them that need to be picked up. The remaining treasures will only be shown on the current row you're in on the map screen.

Note:  Cave Run, in it's current version, is not 100% hardware compatible on a real console.  The screen will jitter a bit when you walk.

Downloads
Cave Run   Cave Run binary (32k) AA Forum
Cave Run Source   Cave Run Source (w/asm files for titlescreen kernel) AA Forum
Cave Run Map   JPG Map of game world AA Forum
 
Screenshots
         
         
         
         

 

 
 
     
 
 Gate Racer (2013)
 
Here's my experiment in making a 2k game, it's the first time I've tried to. I thought I'd try my luck just to see if I could make something fun to play with some replay value as well. I know "fun" is relative so I just made something I thought I might like to play more than once.  For a simple 2k game I think it turned out well.

The object is to drive through the scrolling gates while avoiding hitting the barriers, sides of the road, or oil slicks. There's a clock timer (that shows minutes/seconds/tenths of seconds) at the bottom and the object is simply to survive on the road as long as you can. Your final time is displayed when you crash, hitting fire then restarts the game. I implemented left and right velocity to make it more interesting (and require more skill), and the gate size and location is randomly generated. There is also a powerup you can collect (a white block on the screen) that will make you invincible for two gate passes.

 
Downloads
Gate Racer Source   Gate Racer Source (w/all modified bB includes) AA Forum
Gate Racer Binary   2k Gate Racer Binary AA Forum
 
Screenshots
         
             
         
         
 
 
     
 
 Gate Racer II (2013)
 
Just like in the original Gate Racer, the object is to drive through the scrolling gates while avoiding hitting the barriers, sides of the road, or oil slicks. This version was expanded to 4K to include some new options. 

New to Gate Racer II is the addition of an options screen that lets you customize the difficulty of the game, as well as a high score save option.  The default options are how I generally play the game and match the 2K version.  The new selectable options are Velocity (on/off), Oil Slick (on/off), Car Size (big/small) and Powerup (on/off).

The basic gameplay is the same, there's a clock timer (that shows minutes/seconds/tenths of seconds) at the bottom and the object is simply to survive on the road as long as you can. Your final time is displayed when you crash. Hitting fire then restarts the game to the title screen, saves your high score if it's higher than your previous time, and displays your high score at the bottom of the title screen.

Note that saving high scores will only work if you have an AtariVox or SaveKey plugged in to your console (if you're running this on a harmony cart). The save feature works in Stella too but you need to activate the SaveKey on controller port 2. This can be done by launching Stella from the command line with stella -rc savekey GateRacerII.bin or in the GUI by highlighting the game, clicking on Options | Game Properties | Controller Tab | P1 Controller | SaveKey. If the titlescreen score remains a blank white strip on the bottom of the screen after more than one play, you probably haven't properly activated the SaveKey in Stella

If you want to compile this game yourself, you'll need all of the modified batari basic include files (in a zip file in the downloads section) along with the Atarivox include files from AA user RevEng's post here. The original AA Thread about this version of the game is here.

Downloads
Gate Racer II Source   Gate Racer II Source  [25k] AA Forum
Gate Racer II Binary   Gate Racer II Binary  [4k] AA Forum
Gate Racer II files   Gate Racer II Modified batari basic include files  [12k] AA Forum
Gate Racer II Instruction Manual   RTF Format, my original Gate Racer II Instruction Manual  [2.5MB] AA Forum
Gate Racer II Box Template   Photoshop PSD Box Template by Horeus from AllGamers.fr  [6.3MB]  
Gate Racer II Instruction Manual (EN-FR)   PDF Manual with French Translation by Horeus from AllGamers.fr  [10MB]  
 
Screenshots
         
       
         
 Private Cart Run        

Gate Racer II was my first private cartridge release.  I had 20 numbered copies created and I sold them to AtariAge members.  Below is a pic of my cart (#20) and a pic of all the carts before I shipped them out.

Horeus (who runs AllGamers.fr) created a box and shared the template with me, you can download it in the Downloads section above.  He also converted my instruction manual into a French & English pdf.  Here are a few notes from him regarding the box and manual:

- He printed the box on photo paper first and then pasted it onto Bristol paper.
- The manual is designed to be printed on both sides of the page.
- You need to cut the manual where it enters the box to make it fit correctly: 1.6cm on the left and right side, 2.4cm on the bottom and nothing on top.
 


 

  

   
         
 
 
     
 
 Jungle Adventure Demo (2013)
 
Jungle Adventure is a platform game inspired by Pitfall & Pitfall II (and dare I say Cave in?).  There are 15 screens you can freely roam from left to right.  The object is to collect as many treasures as you can while avoiding the scorpions, rolling logs, arrows, alligators and pits. You get three lives and will restart at the original first screen if you lose a life. There are three difficulty levels/speeds. Right now the speed will ramp up twice, after getting 5 and 15 treasures. There is no sound yet and it still needs quite a bit of polish to be called complete, but it's very playable.

This game uses the DPC+ kernel which allows for much higher resolution graphics.  The latest version of batari basic with DPC+ kernel support can be downloaded here.  It is fully compatible with the Harmony Cart.

Downloads
Jungle Adventure bin   Jungle Adventure Demo Binary AA Forum
Jungle Adventure Source   Jungle Adventure Source Code AA Forum
 
Screenshots
         
           
         
 
 
     
 
 Touchdown Challenge 2600 (2014)
 
After playing Kickoff on my iPhone it insipired me to make a similar, simple football game.  The object is to run past the defenders and score a touchdown.  The pattern changes when you score.  Most of the players run slowly down the field, but there is one who will relentlessly chase you.  If you get tackled, the score resets. View the development thread on AtariAge here.  I also made an Atari 7800 version of this game that you can view on my website here.
 
Downloads
Touchdown Challenge 2600 bin   Touchdown Challenge binary AA Forum
Touchdown Challenge 2600 source   Touchdown Challenge Source Code AA Forum
 
Screenshots
         
   
         
 
 
     
 
 Diamond Drop (2015)
 
Diamond Drop is a small 4k game that is loosely based on the iOS game 'Duet', which I really enjoyed. You have two Diamonds at the bottom of the screen that will rotate in a circle in either direction along a diamond shaped path. Barriers will fall from the top of the screen in a random pattern and you must avoid them by circling around them (or through them if there is a large enough opening). Every barrier you pass will score you a point. The game will slowly get faster up to it's maximum speed after you've passed 20 barriers.

Gameplay Notes:

  • You can press down on the joystick to move the barriers down the screen faster (just like Tetris). It's useful if you've got yourself positioned correctly and just want to quickly bypass the barrier.
  • You start each new game with 6 bombs which are indicated as dots on the status bar.  Press the fire button to use a bomb, which will erase the current barrier on the screen.  It's useful if it looks like you're not going to be able to easily pass it.
  • Your high score will be saved on the title screen, however it does not save once you turn the game off.
  • You can select your speed on the title screen.  Push up or down on the joystick and you'll see either "Lo" or "Hi" selected.  Press the fire button to start the game.  Your speed selection will persist in-between games.
  • You can select the size of the rotating diamonds with the left difficulty switch.  Slide it to 'A' for larger diamonds, 'B' for smaller diamonds.

I cut and paste the dots that outline the rotating path on the in-game screenshot so you can see the actual path for the diamonds. In the actual game those flicker.  Note that if you want to recompile this game yourself in batari Basic you will need to use the custom include files included in the zip file below.

Downloads
Diamond Drop bin   Diamond Drop Binary AA Forum
Diamond Drop 2600 source   Diamond Drop Source Code AA Forum
Diamond Drop 2600 bB Includes   Diamond Drop custom include files for compiling with batari Basic AA Forum
 
Screenshots
         
     
 
Labels

I created a few custom labels for Diamond Drop that are suitable for printing.  Click on the label to download the high resolution version.