By Compute! Publications, Inc
Fifteen video games for Atari desktops, able to sort in and revel in. Arcade video games and studying video games together with the easiest from Compute journal plus many never-before-published video games and chapters on find out how to boost your personal video games
Read or Download Compute!'s first book of Atari games PDF
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Extra resources for Compute!'s first book of Atari games
The first player to reach nine points is the winner. To start the next game, just press the fire button. To play, plug joysticks into the first two joystick ports (sticks 1 and 2). Program Description and Explanation Lines 1-2 set up the title display. Line 5 sets up a mixed graphics mode with one line of GR. 1 followed by one line of GR. 2 and 44 lines of GR. 5. START calculates the address of the display list in memory. This pointer is needed since the location of the display list depends upon the amount of memory installed in the Atari.
Most video and computer games pit you against the computer itself. They also tend to be tests of reaction reflexes. So it's no surprise that you, a mere human, are doomed to eventual failure. Computers have a way to go before they catch up with people in all aspects of intelligence, but when it comes to response time, silicon beats protoplasm any day. That's why I've always enjoyed computer games that pit two people against each other. These games bring the full range of human characteristics into play, characteristics that are very difficult to program into a computer: real (as opposed to "artificial") intelligence; deception; skill that improves with experience; and emotions of excitement, frustration, and panic.
2 and 44 lines of GR. 5. START calculates the address of the display list in memory. This pointer is needed since the location of the display list depends upon the amount of memory installed in the Atari. The two POKEs then place instructions for the desired graphics modes at the appropriate memory locations. Line 10 initializes the variables X and y, the starting location of player I, and Sand T which give the location of player 2. Variables Xl and Y1 and Sl and T1 are the increment or decrement values for plotting the walls on the screen.