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Fire Gear GB: Difference between revisions

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It features a left-down shooter engine and utilizes dynamic tile refresh technology. The background comprises 256 sprites, 16x16 pixels each, with 1024 tiles in Video RAM, but only 256 are used at a time. Graphics are managed using separate tiles banks for background and objects/font. It also uses a custom music engine based on the ZX-Spectrum AY-player.
It features a left-down shooter engine and utilizes dynamic tile refresh technology. The background comprises 256 sprites, 16x16 pixels each, with 1024 tiles in Video RAM, but only 256 are used at a time. Graphics are managed using separate tiles banks for background and objects/font. It also uses a custom music engine based on the ZX-Spectrum AY-player.


The game was entered into Bung's 2nd Amateur GameboyTM Format Games Coding Competition and won 3rd place.
The game was entered into Bung Enterprises 2nd Gameboy Coding Competition (3rd place).


==User guide==
==User guide==
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*Author's website - [https://web.archive.org/web/20010220104323/http://fatality.8m.com/gbc/index.html http://fatality.8m.com/gbc/index.html] (archived)
*Author's website - [https://web.archive.org/web/20010220104323/http://fatality.8m.com/gbc/index.html http://fatality.8m.com/gbc/index.html] (archived)
*Bung Enterprise - [https://web.archive.org/web/20010121105700/http://www.bung.com.hk:80/GBCodingCompetition/2ndGBCodingCompetition/2nd_results.htm http://www.bung.com.hk/] (archived)
*Bung Enterprise - [https://web.archive.org/web/20010121105700/http://www.bung.com.hk:80/GBCodingCompetition/2ndGBCodingCompetition/2nd_results.htm http://www.bung.com.hk/] (archived)
[[Category:2nd Amateur GameboyTM Format Games Coding Competition]]

Latest revision as of 13:04, 29 June 2024

Fire Gear
Firegeargbc.png
General
AuthorFatality
TypeShooter
Version1999
LicenseMixed
SystemCGB
Last Updated1999/10/03
Links
Download
Website

Fire Gear is an action-packed shoot'em up ported from the ZX-Spectrum created in about two weeks.

It features a left-down shooter engine and utilizes dynamic tile refresh technology. The background comprises 256 sprites, 16x16 pixels each, with 1024 tiles in Video RAM, but only 256 are used at a time. Graphics are managed using separate tiles banks for background and objects/font. It also uses a custom music engine based on the ZX-Spectrum AY-player.

The game was entered into Bung Enterprises 2nd Gameboy Coding Competition (3rd place).

User guide

You will encounter 12 different target types, include green bonus ship, meteors, mines.

When you kill bonus ship you can received an additional weapon.

You can have a maximum of:

  • Two shields (up/down - each for 1 point).
  • Two vertical fire balls - 2 points.
  • One circle fire balls - 3 points.
  • Rear shield - 4 points.
  • Inivisible mode - 5 points.

The game also has a hidden cheat mode, try to find it!

Controls

D-Pad - Move

A - Fire

B - Activate additional weapon

Screenshots

firegeargbc2.png firegeargbc3.png

Credits

  • Code - Ars/FTL.
  • Level edition - KVA/E-mage.
  • Graphics - Diver/4D.
  • Title picture - DSC/CGO.
  • Musplayer, sfx - Freeman/FTL.
  • Music - Mast/FTL.

External links

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