TENG (Atari 8 Bit) by Alek73
A downloadable game
The game TENG is inspired to PONG, written in ATARI BASIC (10 lines, less than 120 characters each) for ATARI 8bit computers and tested on a PAL 800XL emulated in Altirra.
With the joystick, moving left and right, the 2 paddles at the top and bottom of the screen are moved.
Every time the ball touches one of the paddles, 1 point is scored and one block is added in a random position on the playfield.
Each block can deflect the ball, making the game more difficult.
When the ball goes out of bounds, press FIRE to start a new game.
0 0 0 0 0 0 0 0 0 0 1 1 1 0 1 2 3 4 5 6 7 8 9 0 1 2 123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890 1 GRAPHICS 3:DIM F$(1),G$((INT(ADR(F$)/1024)+1)*1024-ADR(F$)-1),B$(384),M$(128),P$(128),Q$(128),N$(4):POKE 705,90 2 B$=CHR$(0):B$(384)=CHR$(0):B$(2)=B$:P$=B$:POKE 54279,ADR(B$)/256:POKE 559,46:POKE 53277,3:POKE 704,60:Z=53248 3 COLOR 1:FOR I= 0 TO 19:PLOT 0,I:DRAWTO 39,I:NEXT I:COLOR 2:PLOT 0,0:DRAWTO 0,19:PLOT 39,0:DRAWTO 39,19:Q$=B$ 4 POKE 53256,1:N$(1,1)=CHR$(0):N$(4,4)=CHR$(0):N$(2,2)=CHR$(24):N$(3,3)=CHR$(24):P$(17)=CHR$(255):P$(96)=CHR$(255) 5 P$(18)=CHR$(126):P$(95)=CHR$(126):R=1:S=1:T=120:U=160:V=30:POKE 710,0:POKE 752,1:X=0:J=656:POKE J,2:GOTO 10 6 POKE 53278,1:SOUND 0,0,0,0:POKE J,2:Y=STICK(0):IF Y=11 OR Y=7 THEN T=T-(Y-9) 7 POKE 77,0:TRAP 3:IF PEEK(53253)=0 THEN GOTO 7-(1-STRIG(0))*4 8 IF PEEK(53260)<>0 AND W=0 THEN X=X+1:S=-S:SOUND 0,121,10,8:PLOT 2+PEEK(53770)/8,PEEK(53770)/15 9 IF PEEK(53253)=2 OR PEEK(53253)=3 THEN R=-R:SOUND 0,150,10,8 10 W=PEEK(53260):U=U+R:V=V+S:POKE Z,T:POKE Z+1,U:Q$(V)=N$:?"TENG BY ALEK73-SCORE:";X;" ":GOTO 6 0 0 0 0 0 0 0 0 0 0 1 1 1 0 1 2 3 4 5 6 7 8 9 0 1 2 123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890
Code description:
lines 1 and 2: initialization of graphics mode and Player Missile Graphics (PMG)
line 3: drawing of the playfield
lines 4,5: definition of paddles and ball
line 6: begin of the main loop and adjustment of paddles position variable based on joystick input
line 7: detection of ball out of bounds
line 8, 9: handling of collisions between players and playfield
line 10: update the position on screen of all moving objects and print score
| Status | Released |
| Author | BASIC 10Liner |
| Genre | Action |
| Tags | 10liner, 8-Bit, atari, basic |
| Content | No generative AI was used |
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Install instructions
I've tested the program on Atirra, selecting an ATARI 800XL PAL (of course ATARI basic cartdrige must be active).
To run the program: load TENG.ATR as a disk in Altirra and do a cold reset.
The system will boot DOS and then launch ATARI BASIC.
At the READY prompt, write
LOAD "D:TENG10.BAS"
and then
RUN

Comments
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What category is this?
very good