- INVASION OF THE COLOR CLASHED GRAPHICS -

A 1024-byte minigame for the Commodore 64
(c) 2002 by White Flame (aka David Holz)


Story:

All is peaceful in the land of the Commodore 64.  The 4-color double-wide pixel
graphics are merrily going about their business when suddenly, from some
unknown evil dimension, a horde of vicious 1-bit badly color clashed graphics
emerged!  They have already messed up the bottom half of the screen (don't you
love computer game plots?), and it is solely up to you, the pilot of Super
Galactic Commodore Mechanized Walking Robot Zero GT, to traverse the infested
lands to seal up the three dimensional rifts before any further damage occurs.

You must maneuver through 3 levels, each one faster than the previous, avoiding
contact with any evil color clashed graphics.  If you fail, you return to the
beginning of the current level.


Controls:

Use joystick in port 2 (defaults to the numeric keypad in Vice)

 Walk = Left/Right
 Duck = Down
 Jump = Up

And, yes, I know it's a *really* hard game!  >:-)


Technical Info:

Hey, you did know that the C64 is fully capable of doing both full-color
"blocky" and hi-res "color clashed" graphics on the same screen, right?  :-)
The game refreshes the screen at full frame rate (50 or 60 Hz), but runs a
delay loop for the easier levels.  No compressor was used, and no sprites nor
any VIC-II chip trickery was used.  The mech uses 7 colors in total (including
transparent).  True collision detection and true screen clipping are supported,
both at 8x8 pixel resolution, and it smoothly scrolls at 1-pixel resolution.
All graphic objects are heirarchically connected in arbitrarily long chains
(the mech's cockpit is separate from its legs, etc).

I had originally intended this to be a 2k entry before the details of this
year's minigame compo were announced.  I was quite surprised to be able to fit
it into 1k, although shooting and some graphics capabilities had to be axed.
This is a totally data-driven engine that can be easily expanded to include
sound and huge graphics, animations, and levels.  If somebody wants to embark
on *seriously* creating an action/adventure game with me using this engine,
e-mail me at whiteflame52 at yahoo.com, or post your ideas on comp.sys.cbm.
No JoeRose-ish dreamers, please. :-)


POKEs:

After LOADing the game (LOAD"INVASION.PRG",8), type in one of these lines
before issuing a RUN:

 POKE 2092,n   Start at level n, lower is harder.  To see this game cranking
               at full speed, try starting at level 0.  :-)


Version 1.1:
 Added another tree, and reduced filesize from 1024 to 1023 bytes. :)
