Jars' Revenge [16kb cartridge] 
Released At :
RGCD C64 16KB Cartridge Game Development Competition 2011
C64 Game Competition at RGCD C64 16KB Cartridge Game Development Competition 2011 : #5
SIDs used in this release :
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Submitted by Linus on 1 December 2011
|Again, lame me has written the soundtrack to work on a 8580 only.|
Submitted by Peiselulli on 1 December 2011
TABLE OF CONTENTS
2. GAME PLAY
3. USING THE CONTROLLERS
5. HELPFUL HINTS
Cannon Missile Base
-------- \/ OOOO /|
OO -------- |==o( o OO / |
-------- /\ OOOO |--|
-------- OOO \ |
-------- OOOO \|
Neutral Jar Shield
JAR Fly simulator under direct user control.
ENERGY MISSILE Missile shot by Jar, removes cells.
BASE Laser-base like object on right side of the screen, behind the shield.
SHIELD Energy shield protecting the base, composed of cells.
CELLS Elements of which shield is composed.
DESTROYER MISSILE Guided missiles put out by the base to destroy Jars.
CANNON appears on left side of screen
and traversing the screen horizontally.
SWIRL Whirling pinwheel fired by the base to destroy Jars.
NEUTRAL ZONE Glittering path down the center of the playfield.
When in the zone, a Jar cannot operate fire commands, and cannot be harmed
by Destroyer Missiles. However, the Jar can be destroyed by a Swirl in the
2. GAME PLAY
The primary objective of the game is to break a path through the shield, and
destroy the base with a blast from the Cannon. The secondary
objective is to score as many points as possible. See Figure 1 for an
explanation of the objects on the playfield.
The shield is the red area in front of the base. It appears in one
of two shapes, as an arch, or a shifting rectangle. The shield is made up
of cells. The Jar scout can destroy these cells by firing at them with energy
missiles, from any location on the playfield, or by devouring them on direct
contact. (The Cannon can also be used to destroy the cells, but this
is a waste of a powerful weapon.) NOTE: To learn how to control the Jar and
other aspects of the game play, be sure to read Section 3, USING THE
Once a path has been cleared through the shield, the Cannon must be used
to destroy the base. To call up the cannon, the Jar can either eat a cell,
or run over the base.
The Cannon appears on the left side of the playfield, and moves in a
direct line with the Jar. This means the Jar is in its line of fire. It is
important therefore, to aim the cannon at the base, fire it, and fly out of
the way fast!
The base shoots off two weapons: Destroyer Missiles and Swirls. The
Destroyer Missiles come in a more or less constant stream, one at a time.
The Jar must do his best to dodge them. Periodically, the base transforms
into a Swirl. This Swirl winds up and rushes off after the Jar. A Swirl can
be destroyed with the Cannon by hitting it either at its base location,
or in mid-air. As a player's score increases, the Swirl becomes increasingly
dangerous. (See Section 4, SCORING.)
The glittering path down the center of the screen is the Neutral Zone.
This area will protect a Jar from Destroyer Missiles but not from Swirls.
While in the Neutral Zone, a Jar cannot fire any energy missiles of his
When a Jar is hit by a Destroyer Missile, a Swirl, or his own
Cannon, he dies. Each player has four Jars (turns) to play in a game.
Additional Jars can be earned. See SCORING, Section 4.
3. USING THE CONTROLLER
Use the Joystick Controller plugged into joystick port 2.
CONTROLLING THE JAR
The Jar will move in whatever direction the joystick is pushed. The screen
"wraps" from top to bottom, bottom to top. This means that if you fly the
Jar off the top of the screen, it will appear at the bottom, and vice versa.
The "fire" button has two separate firing functions: it will fire an
energy missile in the direction the Jar is pointed, or operate the Zorlon
Cannon when it is on the screen. (NOTE: Information about operating the
Cannon is covered in Section 2 - GAME PLAY.)
Press SPACE to pause game, use joystick to leave pause mode.
ACTIVITY POINTS BONUS
Cell, hit by Missile 69
Cell, devoured by Jar 69 100 points
Base, destroyed 1000
Swirl, destroyed in place 2000
Swirl, destroyed in mid-air 6000 additional life
HIGH SCORE GAME FEATURES:
70,000 Swirl triples in frequency and sometimes fires instantly.
Shield turns blue.
150,000 Swirl returns to normal frequency but will remain in mid-air
to hit you. Shield turns grey.
230,000 Swirl again triples in frequency and sometimes fires instantly.
Shield turns pink.
300,000 Shield moves two times faster
Shield turns brown.
5. HELPFUL HINTS
When you destroy the base, or a Swirl, there will be an explosion, during
which the Jar stays on the screen. Use this opportunity to make up your own
The base continually changes colors. The color sequence is your cue to the
appearance of a Swirl, and gives you warning to plan your attack and defense.
If you fly over the base as it changes to a Swirl, it will destroy you, so