Weird Science - Tales from the
Vectrex Academy Lab
Vectrex
Game Project Working Title (also known as
PROJECT X)
- THE LADY AND THE LORD OF THE RINGS
Project
Status
Synopsis
- My personal take on one of the arcade classics of
the early eighties ...
Flyer and
Caveat
How To
Play
- This is a single player game, no two player mode.
- Both the x and the y axis of the joystick are used
to control the game's protagonist.
- All controller buttons are used, though, for ease
of use, buttons 1+2 and 3+4 have same functionality.
- The game has either 13 or 50 levels, depending on
how this is viewed.
- The ultimate goal is to master all levels.
- The entry point and the order in which to play the
levels can be chosen, to a certain degree.
- To achieve the overall goal, some orders may be
more expedient than others.
- The player has an additional strategic device at
hand which might help in this regard.
- Further information
is still classified.
Some
numbers / game features
- There will be 2 different overlays.
- The game has only 3 different sound effects. And
the obligatory title tune. And 1 more melody.
- It features 9 different types of bad guys,
behaving in 6 different ways, and 12 different super
villains.
- And, of course, there is this 1 evil overlord...
- There are also 8 different shapes of, let's call
them, obstacles.
- And 1 additional obstacle that comes in 4
variations.
- There are also 7+ types of, say, blockades, with
different behaviors.
- To increase the chances of survival, there are 3
different types of boni. Well, if found and
caught...
- The player's weapon comes in 4 different power
settings. But only if earned...
- Enemy weapons come in 8 different looks.
- And another thing also comes in 8 different looks.
- That much for statistics. Sounds like a lot of
variety?
- Don't get any expectations up. Those are just
numbers.
- The actual game play is rather repetitive and
monotonous, and basically always just the same.
- Blame this on the original ;-)
Some
additional remarks
- The genre of the game is one of the classic video
game archetypes. Nothing new here.
- But with the required level of
dexterity increased.
- Abd with a tiny strategy aspect added.
- And some fantasy elements added. At least to the
fictitious background story.
- And some educational bits added. Of a certain
(scientific or magic?) discipline. For those who are
interested in such details. Many kids are...
- The action is rather fast paced. Often too fast
for myself ;-)
- The final stage of the game features a special
Vectrex surprise.
- There is a small happy end scene, if 100% of the
game are completed. Nothing much, but this at least.
Concept
Art and Screenshots
- Probably not to come before the release. To
maintain the element of surprise...
Implementation
Details
- Right now, the binary
is at 32730 and 32738 bytes of
ROM.
- Of this, 17557 bytes
are pure game data, and the rest
is execution code.
- RAM usage is at 803
bytes, with some 16 bytes buffer
to the lowest address of the
run-time stack.
- The game is coded
100% in pure gcc6809 Vectrex C.
- Interfacing
with the
Vectrex
hardware
(sound and
vector-graphics)
is done
exclusively by
means of using
the
Vectrex BIOS (RUM) routines. The C
code does not contain any other
custom inline-assembly routines.
- The objective (and
the fun challenge) is to still
have the game
running
flicker-free
at a 50Hz
frame-rate,
while at the
same time fitting
the binary in 32K ROM so that it
can be used with all common flash
cartridges out there.
Regarding
Brightness
- Variation of vector beam brightness (intensity,
Z-axis value) is heavily used throughout the game.
- Those brightness effects look very nice on a real
Vectrex console, but are handled only to a certain
degree by some emulators. If you have the means,
please play the game on a real console.
- The best results are obtained by turning the
brightness potentiometer on the back of the console
to a medium setting. This allows for a maximum
contrast of bright and faint vectors.
Regarding
Scale
- For performance reasons, the implementation uses
some extremely small scale factors (drawing times)
for certain game elements. While these game elements
can still clearly be seen on a real console, some
emulators draw them way too small, showing them just
as dots. Again, if you
have the means, please play the game on a real
console.
Trivia and
Personal Note
- My sincere apologies
for still being a bit secretive
about the details of the game
here. I know this is childish, but
I openly admit to still never
having fully reached adulthood in
my mind and heart...
- The thing is that I
got the idea for this project as
the result of an email exchange I
had with a certain and very dear
member of the Vectrex community
back in autumn 2019. I then wanted
to do a "quick hack"
implementation, meant as a
surprise for said person. But the
usual thing happened.
- Working on this idea
turned out to be so much fun that
the initial "quick hack" rapidly
got more and more complex, and
soon I wanted the game (and still
want it) to be rather complete and
polished before "surprising" that
certain someone with the final
result. Well,
I guess, by
now it is
probably not
that much of a
surprise
anymore?
- I
kept (and
keep) working
on this
project
whenever I
found (find)
some spare
time to do so.
Often I had to
put the
project to
hibernation
when things in
real (work
& family)
life got too
busy, and even
more often I
got
side-tracked
by other
Vectrex ideas
and projects.
- But
the nice thing
about Vectrex
programming
is, that - in
contrast to
industrial
programming -
there are no
hard deadlines
in the Vectrex
world. So one
can do and
thus enjoy the
programming
just and only
if one feels
like
programming.
There is
actually no
need to feel
any rush, and
no need to
hurry. And
this greatly
adds to the
fun of it all.
So, cheers to
all fellow
Vectrex
homebrewers
out there!
- Nevertheless,
I will try to
finish this
project as
quickly as
possible :-)
Author
Latest modification on 03/06/2021,
19:00
- Beta release candidates are
available.
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