Galactic Organic Robot Phalanx
A native fixed-screen shooter in early-80s style, written in ANSI C89 with SDL2 - presented in the look of a C64, complete with boot screen, raster colors, multicolor sprites and demoscene effects.
The Gorphian phalanx attacks in four waves. Survive all four and the campaign starts over - faster and more merciless.
- Astro Battles - alien formation behind shields
- Laser Attack - gun squads with dive-bombing fighters
- Space Warp - spiraling objects in a star tunnel
- Flag Ship - the flagship, dismantled piece by piece
Requires SDL2 (sdl2-config in the path):
make
./gorph
| Key | Action |
|---|---|
| Arrows / WASD | Move |
| Space | Fire |
| F11 | Fullscreen |
| Esc | Quit |
A gamepad is detected automatically.
Debug/cheat keys are off on a normal start. ./gorph -cheat enables them:
1-4 mission 1-4, 5 restart title intro, 6 flagship kill, 8 level-8 outro,
9 restart boot screen, N next mission including rank, 0 in the credits: jump
close to the end.
- C64 boot screen with typewriter prompt, then a seamless zoom into the game
- Intro with starfield rotation, logo fly-in, speech and an orbiting robot with motion blur
- Attract mode: after a while a demo plays itself (Astro Battles and Space Warp in alternation)
- Lip-synced typewriter outros with speech samples
- Software VIC with 16 sprites, screen shake, TV glitch transitions
- Synthesizer sound effects plus sampled speech
- Amiga-demo credits (key C on the title screen): starfield morph, sine scroller with copper fill and floor mirror, lens flares, an embedded ProTracker MOD player, an orbiting demon and a finale in which a dropped rock shatters the mirror and a sponge arm wipes the screen clean
Game logic, renderer (text and bitmap multicolor modes) and sound synthesis are implemented from scratch; all assets are embedded in the source. No foreign program code included.
tools/wiperec.c records the sponge path for the credits finale:
make wiperec
./wiperec tools/wipe_bg.bmp
Hold the left mouse button to wipe, R restarts, D toggles the leftover
markers, F toggles fullscreen, S saves to src/wipepath.h and exits.
Rebuild afterwards and the game plays back the recorded path.