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(4E 4 &Lg!4 &=@D>{$|$A }$BCmt#t# '< % ~#, (, ( c& A& & m" $ }$ " " !L! '\( &0FGH ' &`E5`F` >#).555 (5L;"()55`()55 5Le"5Ll"(5`D PM D`\(+ (+ (@$9, (@v, (<JL Q\(`4`@= "C ( ( ( (`|$`>|$(>|$>|$ {$>{$ BBB`u#v#t# .v# .v# .v# .v#mt#Hv#mu#u#hit#u#i6u#`2]O?/=>L $ >#)L#L#Ff 5_ 5XB4 5=L $$G>5750B45=L $H55 B45=` ( ( `45QA= $54Lz$4 5/A= $ 54Lz$5A= $54Lz$`AL% >#) 4B44Am|$|$m{${$ة>5|$)iL$A>5|$JJJJ{$L1%iL%>5{$)Lq%iLR%A{$ |$ %`{$ |$ %`@H JK@9, (+ (+ ( ( ( ( (KKέJ@`FGHFD m"BFG=D m"BGH=D m"BH`B44B4`B44`CL&4L&CJJC 4-)"45B&JJ444CAPARACHUTE 1a2APARACHUTE'README.TXT  READERParachute --------- A Vic20 remake of the Nintendo Game & Watch classic. Coded By Victragic, 2008. Title music and musical effects by Ral-clan Requirements: ------------- 8K Memory Expansion required Keyboard only! Instructions: ------------- Z - Move Boat to the left M - Move Boat to the right F1 - Start Game A F3 - Start Game B F5 - Switch to Black and White F7 - Switch to Colour Catch the falling Parachutes. If you miss a parachute, the diver will be eaten by a shark and you have a 'Miss' recorded against you. If you miss three times, the game is over. There is a bonus at 200 points and 500 points. If you reach these totals, your misses are wiped clean.. Game B has a slight variation to Game A - a parachute that falls on the right hand side of the screen can get caught in the tree. "I Know, I Know!" ----------------- In Game B, unlike the original game, the number of times the parachute swings is completely random, and the parachute can free itself without swinging. The timing is not exactly the same as the original Game & Watch, this proving to be a very difficult thing to simulate. However, I hope the resulting game is at least playable and somewhat fun.. There's no 'watch' function in this Game & Watch! Project Notes ------------- Parachute was the first Nintendo Game & Watch game I ever saw or played - back in '81 or '82 - well before I saw a Vic... It was one of the more simple and repetitive games, but I was intrigued by it and realised the massive potential of these handhelds. Before Gameboys, this is what we had. You only needed to own one, kids would swap them at lunch times to play different games.. I thought this would be an interesting project for the Vic after playing 'Game & Watch Gallery' on the Gameboy/Gameboy Advance. In fact, you could call this game a simulation of the Game & Watch Gallery version, as the graphics are almost pixel-perfect to the original Gameboy game, the main diffe rence being that every third horizontal line is repeated, to 'stretch' the screen out.. The game moves no characters on the screen, only manipulating character memory. This 'bitmapping' of course uses quite a lot of memory, 4k for the bitmap and arou nd 2.5k for the cell data. You could probably write a PETSCII version of this game in 30 lines of BASIC - but I wanted to have a go at working with bitmapped graphics.. The most time-consuming aspect of this was the 'cell' generation, the most frustr ating the 'timing' elements. If you don't get the timing offset correct, the game becomes either too easy or too difficult. Part of the interest of the original game lies in the fact that it is difficult to determine sometimes which parachute will drop next. 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