Commodore Free Magazine, Issue 77 - Part 2
From
Stephen Walsh@39:901/280 to
All on Sun Mar 2 13:15:26 2014
E-COVER TAPE #10
By Richard Bayliss
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Once again, your favourite part of the Commodore Free; the 10th edition of
the E-Cover Tape. This time we are happy to bring you yet more great, high-quality goodies. These include: a couple of Puzzle games, a little
bit of Winter Olympics, a graphics designer, and an Etch-A-Sketch thingy.
Also, we have a SEUCK game with a big difference. All of these will be
burning the spools out from your tape deck. So press SHIFT / RUN STOP,
press play on tape, and experience the wonders of those flashing stripes
while enjoying this issue's E-Cover Tape. I'm pretty sure you will.
Bad news.
We haven't been able to feature any 6510+ assembler types in the listings
this issue due to time constraints. We cannot promise you when the next instalment will come out. Sorry about that.
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INVERT
© 2013 The New Dimension
Programming: Richard Bayliss
Graphics: Richard Bayliss,
Achim Volkers
and Johan Janssen
Music: Richard Bayliss
Invert is a new game from The New Dimension, which also features a fully
built level editor. Compatible with both disk and tape devices, the game
was originally entered for the RGCD 16KB Cartridge Competition 2013, but
never featured the editor, due to less memory being available on the
cartridge.
You are a Blob that has been kidnapped by a flying monster and thrown into
a cell in Puzzle Land. In an attempt to escape from the cell, you must complete all 32 puzzles inside. All black, inverted tiles in the play area must be INVERTED back to their normal state within the time limit. This
may sound simple enough, but you are not alone. Monsters (Chatters) are
out to stop you from completing the puzzle. They run around the perimeter
of the outer rim of the cell. At times they will feel like throwing bombs.
So you must not only restore all inverted tiles, but do so while defending yourself from the Chatters.
The tiles in the game vary on some levels. Read the up scroll for more information about these.
As mentioned before, this version of the game comes with a simple-to-use
level editor. The scroll text already gives you the instructions on how to place a tile. The joystick can be used to move the flashing cursor around
the grid. Pressing Fire will place a chosen brick into place. Pressing
keys A-L will place a selected tile where the cursor lies. Please read the upscroll to find out which tile indicates the object in the game. Using +
/ - will go forward / backward a level screen. You have 32 screens to
design in total.
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SUPER SKI
(C)2006 Manic Mailman Productions
Programming: TFG
Graphics: TFG
Music: Richard Bayliss
Since the Winter Olympics are coming and to get you in the mood for this
type of event. We are happy to bring to you "Super Ski", a Downhill Ski simulator by TFG. This is a funny sports game, which I'm sure you'll
enjoy. It even uses digi-sampling as well.
The game is for 1 to 8 players. You have a set a time to complete each downhill course. You must pass through the flags on each slope. Avoid skipping right past them. Otherwise you will receive a time penalty.
Also, avoid crashing into various obstacles, such as logs, trees, rocks,
etc. If you crash into any of these a total of 3 times, then you'll lose
the game. Try to reach the finish in record time.
Full instructions are in the game itself.
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MARBLE LOGIC
© 2006 by Unreal
Programming: PCH / Unreal
Logo: TCH / Brutal
Music: Alan Petrik
This is a fantastic puzzle game inspired by the PC flash game,
'Gem-i-cide'. This, however, is a C64 game, built with a similar style,
with some very nice graphics. The game has its own game play and hints as well.
The object of the game is to rotate balls of different colours to match
three or more. If three or more match horizontally or vertically, they are
be eliminated from the board. New sets of balls then appear on the screen.
If you get stuck, just wait a while and a helpful hint will appear,
allowing you to shunt more balls into place.
The level is complete when the progress bar has filled itself to the very
top. After completing a level, a little animation interlude will take
place, giving you bonus points.
The game is lost if it is impossible to get a match. There are plenty of levels which you must complete to be able to complete the game. Be warned
- Marble Logic is very highly addictive with its gameplay. One go, and
you'll want to play it all over again. :)
Please be aware that to load / save high scores. You are required to have device 8 set as your default disk drive.
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REALMS OF MIDGARD
(C)2013 Anthony Burns
Programming: Sensible Software,
Jon Wells
and Richard Bayliss
Graphics: Anthony Burns
Music: Richard Bayliss
This is a game which made second place in the 2013 SEUCK compo, and this version is the final, enhanced version of the game. Featuring new front
end, in game enhancements, etc. The idea of the game is pretty simple. Citizens of Midgard are building a city full of good forces, but the evil forces just want to break it down again.
You must control a galleon, which must defend cities of Midgard. You are
able to shoot cannon balls at the evil demons and invaders, but must watch
out for the invasion of each City. A lost city will cost a life. If you
lose all lives in the City and the Galleon survives, you will not win the
game completely. Instead, you will fall at the last hurdle. Upon
completing the game, You will gain a pass code which will need to be
entered in part 2 to see the true ending. Good luck!
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BACKGROUND BUILDER
(C)1992 Binary Zone PD / Small Change
Software
Programming: Hades/Small Change
Graphics: Hades/Small Change
Music: N/A
Storage: Disk only
This is a handy utility in which allows you to build your own maps for your very own programmed games. It also consists of an example map to help you
get started.
The basic concept of building your own maps consists of designing your very
own character set. You design the character set by placing the characters
into blocks to build the tiles. Then you place the 4x4 tiles to build a
map. Actually getting the game maps in action will require additional programming. Anyway, here are the general editing controls:
Main Menu:
* F1 - Character Editor
* F3 - Block Editor
* F5 - Map Editor
* F7 - Disk Options
Character Editor:
Joystick Port 2 to control cursor. Fire to place pixels.
* F1- Cycle background colour
* F3- cycle multicolour 1
* F5- cycle multicolour 2
* F7 -cycle char colour
* 1 - Select background colour
* 2 - Select multicolour 1
* 3 - Select multicolour 2
* 4 - Select char colour
* Cursor Keys - Select Characters to
Edit
* M - Toggle Multi/Hires Charset mode
* I - Invert charset
* F - Flip charset
* R - Mirror Charset
* W - Erase single char
* Back arrow - Main menu
Block Editor
Joystick in port 2 to control cursor. Fire to place chosen characters.
* < > - Next / Previous block
* W - Erase single block
* Back arrow - Main menu
Map Editor
Use joystick port 2 to place the blocks on to a map. Fire will place block
in to map.
* < > - Next / Previous block
* Back Arrow - Main Menu
Disk Menu
* 1 - Load character set
* 2 - Save character set
* 3 - Load map
* 4 - Save map
* 5 -Initialise (Destroy all charset,
block and map data)
* 6 - View directory
* Back arrow - Main Menu
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ETCH-A-STYLE
(C)1992 Style
Programming: The Wiz / Style
Graphics: Decomp, Elwix, PK,
The Wiz, Alter Ego/Style
Music: Deathlok/Style
To end this issue's E-Cover tape, we have a memorable piece of classic C64 history. If you remember the classic toys back in the 1980's/
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