By SlithyMattChase Vault: a game for the Commander X16 by Matt Heffernan
You are a pith-helmeted adventurer trying to collect artifacts from an ancient Caribbean crypt, haunted by the ghosts that want to keep their secrets. Collect all the artifacts in each room and try to make it to the end. There are many locked doors, so make sure to pick up any keys you find! If you collect each kind of native fruit, you will have more lives, so be on the lookout for them in each room. Also, the ghosts are vulnerable for a short amount of time after you collect each voodoo talisman, so you can chase them for a change.
To play, load CHASVALT.PRG and run. You can use joystick 1 or the keyboard (cursor keys to move) if no joystick/controller is connected.
Keep up to date with future releases on GitHub: https://github.com/SlithyMatt/x16-chasevault
Enjoy and good luck!
By Gaz MarshallWari is an old game with roots that are much older. Its origins go back thousands of years to variety of other similar games, all classified as being members of the Mancala family. Other variations are Awari, Oware, Pallanguli, Kalah, and countless other offshots. The program matches you against the computer. You are probably going to lose few games before you win one the computer plays pretty good game. This may hurt your ego little bit, since Wari is purely skill game (like chess or checkers). There is no element of luck involved, as would be the case with backgammon, for example. When you lose, it's because you were outplayed. How to use it When you start the program, the first thing it does is display the Wari board and ask you if you want to go first. The board is made up of twelve squares in two rows of six. Your side is the bottom side, numbered one through six from left to right. The computer's side is on the top, numbered seven through twelve from right to left. At the start of the game, each square has four "stones" in it. There is no way to differentiate between your stones and the computer's. They all look alike and will move from one side to the other during the course of play. The first player "picks up" all the stones in one of the squares on his side of the board and drops them, one to square, starting with the next highest numbered square. The stones continue to be dropped consecutively in each square, continuing over onto the opponent's side if necessary (after square number 12 comes square number again). If the last stone is dropped onto the opponent's side and leaves total of either two or three stones in that square, these stones are captured by the player who moved, and removed from the board. Also, if the next-to-last square in which stone was dropped meets the same conditions (on the opponent's side and now with two or three stones), its stones are also captured. This continues backwards until the string of consecutive squares of two or three on the opponent's side is broken. Regardless of whether any captures are made, play alternates back and forth between the two players. The object of the game is to be the first player to capture twenty-four or more stones. That's half of the forty-eight stones that are on the board at the beginning of the game. There are few special rules to cover some situations that can come up in the game. It is not legal to capture all the stones on the opponent's side of the board, since this would leave the opponent with no moves on his next turn. By the same token, when your opponent has no stones on his side (because he had to move his last one to your side on his turn), you have to make move that gives him at least one stone to move on his next turn, if possible. If you cannot make such move, the game is over and counted as draw. During the course of the game, it's possible for square to accumulate twelve or more stones in it. Moving from such square causes stones to be distributed all the way around the board. When this happens, the square from which the move was made is skipped over. So, the square moved from is always left empty. It takes the computer anywhere from five seconds to about forty seconds to make move, depending on the complexity of the board position. The word THINKING is displayed during this time, and period is added to it as each possible move is evaluated in sequence (seven through twelve).
By DusanStraklSimple snake game in Basic. Just testing the forum but game should still work in last few versions of Emulator. Have fun 😃
More details about the game and full walkthrough the source code can be found at:
By Sid_SomA converted C64 to X16.
Press space bar to stop the arrow.
Speed wasn't adjust in the program for the X16.
By kcowolfRemake of Sega's classic game Columns. Currently plays a basic game. Source code is available at https://github.com/kcowolf/x16-columns.
Ziggurat is a Z-machine interpreter written from scratch to take advantage of the power of the Commander X-16. Relive the nostalgia of playing your old Infocom adventures or new Inform stories.
(Note: This is a pre-alpha release. Almost nothing works correctly yet. Please be patient. Development is on GitHub if you want to help out!)
By jjBlissThis is an early build of my engine for side-scrolling shooters in the style of the original Mega Man games.
Running the game:
Load the file SSE.PRG into the commander X16 emulator.
On windows, the easiest way to run it is the copy the emulator files into the game's directory and run the rungame_controller.bat or rungame_keyboard.bat files
It currently contains only three levels and placeholder graphics. There is some basic sound support, but it is not used much.
The game is played with Joystick 1 or the keyboard. If using an SNES controller, the L/R buttons may be used to quick switch between sections of the first level and the A-button may be used as a secondary attack. There is an experimental 2-player mode, that can be activated by pressing start on joystick 2 at the title screen, but it does not handle screen transitions so is not really usable at the moment.
I have been keeping track of progress of the game on youtube. Here is the latest video showing gameplay.
The json files in the tilemaps directory can be opened in the Tiled Map editor (https://www.mapeditor.org/) levels.cfg can also be changed to add or remove levels and change the overworld navigation data.
After changes are made, run buildlevel.exe or buildlevel.py to rebuild the binary files from the json files.
Player sprite by: sylvius fischer https://opengameart.org/content/fumiko-complete-charset
By ChrisLROM r37 support Splash screen with support for selecting world (Classic, Championship Lode Runner, Professional, Revenge of Lode Runner, Lode Runner Fanbook, or custom), game speed (slow/medium/fast), sound (on/off) and starting level This is still a beta release; please open issues on the github repo: https://github.com/CJLove/x16-LodeRunner and specify the world, and level on which you encountered the issue.