Circus Atari © 1980 Atari, Incorporated.POP! Pop the balloons and score points. A wall of red, blue, and white balloons will appear at the top of the screen. You must pop balloons by catching a clown on the teeter-totter and bouncing him up to the balloons.
Use the controller to move the teeter-totter across the screen to catch the clowns. Each time a clown pops a balloon, the balloon will disappear and you score points.Each player receives five clowns or turns. If you fail to catch a clown on the teeter-totter he will crash and disappear from the playfield. Press the red controller button and another clown will bounce off the trampoline from the right or left corner of the playfield. After five clowns have crashed the game is over. The clowns may land on any point of the teeter-totter except where the other clown is sitting, which causes them to crash.GAME VARIATIONS (GAMES 1 through 6 may be played by one or two players, but GAMES 7 and 8 are two-player games only.)GAME 1 is called Breakout Circus.
As the clown pops balloons he rebounds from balloon to balloon both horizontally and vertically. Each time a full row of balloons is popped a new row appears and you receive bonus points. When the top row of red balloons are all popped you receive and extra clown.GAME 2 is like GAME 1, except the playfield has an additional wall of barriers added below the balloons, which makes the game more difficult.GAME 3 is called Breakthru Circus. In Breakthru Circus the clown does not rebound off the balloons. He continues to move in a horizontal direction off the balloons.
This version is somewhat easier for the beginning player. Scoring is the same as GAME 1.GAME 4 is Breakthru Circus with a row of barriers added to the playfield below the balloons.GAME 5 is similar to Breakout Circus, except the balloons do not ' after the full row is popped. All balloons on the screen must be popped before you receive three new rows of balloons.
At this time you receive 170 bonus points and an extra clown.GAME 6 is the same as GAME 5, but with the additional row of barriers added below the balloons.GAME 7 is for two players. Battle islands game. Both players share the same wall of balloons. The computer tracks each players' score individually.GAME 8 is the same as GAME 7 but has the addition of barriers below the balloons to make the game more challenging.
Hi everyone,I decided to post progress on my first Atari 2600 Homebrew 'Circus Galacticus'. The setting is a futuristic gladiator tournament, where combatants duel each other to the death for the pleasure of the galactic empire. The game will comprise the player's fighting career, with the difficulty and rewards ramping up with each new match. A match ends when one gladiator loses all of his shields, and is fried by his opponents laser beam. The player begins a match with three shields, while each new opponent gains more shields up to a maximum of five.This is a playable demo. The difficulty ramps up as you progress through the game in several ways, and most of the A.I.
The final game will also contain a two-player versus mode, although that is disabled in this build.Controls:Left Joystick - Move player sprite in 8 directions.(Press) Left Fire Button - Start Game / Begin Next Match / Charge up your laser gun(Release) Left Fire Button - Fire your laser gun. The longer you held down the button, the farther the shot will travel.Note: Aiming is precise in this game: You must aim for the head or the chest of the enemy, or your shot will pass in front of him.Gameplay:. All duels are to the death. At the beginning of a match, a protective energy field appears on each side of the arena. When a gladiator stands in this field, he cannot be harmed by enemy lasers. After a certain amount of time elapses, the emperor gets bored with your dawdling. When this happens, a pair of electrified walls seal off the energy fields, and the shield matter turns into a stream of deadly photons that fries anyone trapped on the wrong side.There are still a lot of unfinished components here, but I thought enough of the core gameplay was in place that I should try to get some feedback in this forum.
The most unfinished portion is probably the alternate level style (seen in level 3 of this build), where you must survive waves of attacking monsters for a set period of time. I put this in as a placeholder, and if you press the fire button after a few seconds have passed, you will proceed to the next duel.Thanks in advance for any feedback, ideas or bug reports you might have.Cheers,Jarod KitchenArchived Versions(Old):Latest Version(New):EDT: Changed title back to 'Circus Galacticus.'
All future binaries will use this name.Edited April 20, 2010 by jrok.
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