A downloadable game

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A fast-paced C64 action game inspired by the classic Commodore vs. Atari rivalry. Battle friends or the computer, team up in 4-player Wingman mode, collect power-ups, reload your weapons, and fight your way to victory!

  • 4 players via two C64 joystick ports and a Protovision/CGA user-port adapter.
  • 4 game modes: Two Player, vs. Computer, Demo, and Wingman (4Joy).
  • 2 teams in Wingman mode: P1/P3 vs. P2/P4.
  • 2 logos: Commodore and Atari, with different player colors.
  • 2 control schemes: Driving and Simplified.
  • 2 languages: German and English.
  • 1 splash screen with title and logos.
  • 1 options menu for game mode, controls, ammunition, shield duration, and winning score.
  • 1 computer opponent with aiming pauses, reloading, and obstacle avoidance.
  • 1 demo mode, automatically activated after 20 seconds without input.
  • 5 walls that block players and shots and are repositioned every 15 seconds.
  • 2 reload bases that change position within their respective half of the playfield every 30 seconds.
  • 10 shots per player by default, adjustable from 1 to 99.
  • 3 seconds of shield protection after being hit, adjustable from 0 to 10 seconds.
  • 30 winning points by default, adjustable from 1 to 99.
  • 4 ammunition displays in Wingman mode; reload base and score are shared by each team.
  • 2 projectile animations with individual firing sounds.
  • 1 hit effect with explosion sound and colored border flashing.
  • 1 end screen with the result and a 4× enlarged, exploding loser logo.
  • 1 original music track for the splash screen and menu, toggleable with M.
  • 1 story page with progressively appearing text and telegraph sound effects.
  • 1 instruction page accessible with F3.
  • 2 license pages accessible with F2, including a “coffeeware” notice and PayPal QR code.
  • 1 Q key to quit a running match while displaying the current score.
  • 3 power-ups: Life, Shield, and Ammunition.

0 lines programmed by me! 100% AI-generated code, 100% based on my specifications.

V1.3 - What’s improved since V1.0

  • Refined logos on the title screen, in gameplay and on the results screen.
  • Animated title-screen 
  • Symmetrical tiled arena with rivets, a dashed centre line and clearer colours.
  • More visible, three-pixel-long projectiles.
  • Improved edge collisions and better-fitting shields.
  • Improved bot evasive behaviour and independent four-player demo bots.
  • Better wall placement: one wall now relocates every three seconds 
  • Compressed executable reduced from 202 to 68 disk blocks.

Download

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Click download now to get access to the following files:

TheOldWar.d64 170 kB
TheOldWar.prg 16 kB
TheOldWar-Trailer-English.mp4 3.9 MB
TheOldWar-Trailer-german.mp4 3.9 MB
theoldwar-nachglut.mp3 1 MB

Comments

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New Version V1.3 - Change: look above ;-)

This looks cool, is it possible to play with one person on a joystick and the other on the keyboard?

I know it is AI programmed, but, nevertheless  I'm curious - what technologies were involved in making the game? What programming language was used? 

No, so far Joystick only. There will be an Atari ST release in November, supporting Keyboard also (i guess). I´ve done it with ChatGPT Chat (private plus licence, "Work-Space"). Just by writing what i want (Prompts), resulting in d64 Image Downloads, testing in CCS64 Emu.
Try & Error, no Codex or something. The Program itself is made in assembler

More AI C64 slop, yay! Can't wait until people get bored with their toy.

And before you ask otherwise, yes, I will always comment on this type of rubbish regardless of anything you could possibly say.

(1 edit)

At least I’m not hiding the fact that it’s AI coded. The thing is, I would never have done it without AI. I’ve only got some basic knowledge and not enough time.

I had fun making it, and I had fun playing it with three friends — and they had fun too.

>"yes, I will always comment..." 
You’re free to criticize it — I’m fine with that. I’m fed up with AI nonsense too, but not with free, playable new games.

Anyway...