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AntiISDA Warrior (IBM-PC)
The game AntiISDA Warrior developed first for the Oric Atmos computers was ported to wide variety of platforms. One of these platforms is also the most popular computer platform ever - the IBM-PC compatibles. The main idea came, when I resembled one of the demo BASIC programs in the book which came bundled with my Pravetz-8D computer. I used to play it at the beginning of my Pravetz-8D experience, when I had no other games. The gameplay concept is simple and easy to realize on any platform, which I did. Some of the systems on which it is already available, I never had touch or developed for before, but the experience when doing it is a valuable asset for the future projects for the machine. One of the platforms to which I was able to port the game is the IBM-PC with DOS. The IBM-PC computers first introduced in 1981, became highly successful platform, mainly because of the open design and the usage of off the shelf components, which were easy and cheap to manufacture by third parties. I used to thinker with PCs back in the 1990ies at home for some months, and later at school, the university and various computer fairs. I was using IBM-PC emulators on the Amiga since 1997, but this was mostly for writing DOS scripts and common data transfers. Later when I had a better Amiga computer with hard drive, more memory and better processor and was able to emulate the PC much faster, I downloaded for free from their web site and installed the Borland Turbo C++ compiler, on IBM-PC hard drive image. Some days later, the first working version of AntiISDA Warrior for the IBM-PC was ready. Because I did not have much information about programming the PC, I had as reference only the help files and the include headers of the Borland C, but compiled the game in text mode nevertheless. I used the smiley faces of the IBM font for the invaders and the background and front colors switching for graphics. Later after long tinkering and experiments, I added colors and music. Even if I emulated mostly CGA which have only 4 colors, with PC-Task 4 and PCx emulators, I used the bigger palette available in the CONIO.H header file, which come handy for making the game looking better. The music is done by output to the PC speaker with different pitch and delay values stored in a table.
The game goal, idea and concept was kept intact for the IBM-PC - the same as the other versions, despite using only characters in text mode.
The story which I made by myself is still present, only this time you are saving IBM-PC warez. The warez
are going to be removed, if you can not hold the attack. The game gets harder and harder with the levels passed, where the invaders go closer and closer to the missile (called pingbomb).
The similarity to the game Space Invaders is not only coincidental, but here only the shots are movable, but not the enemies or the initial place for fire, which needs a strategy when the player
does not know where the next shoot position will be held. If the attack is not stopped, there is end screen animation and text,
or if the attack is successfully deterred, there is an outro. The other platforms for which the game is also available are:
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