BATTLE EAGLE BY COSINE


THE STORY
The night shift in space control is a dull, thankless job but here you are doing it anyway; usually the final hustle and bustle of the day dies down well before midnight and after that there's just a couple of routine scans of local space to perform before you get a couple of hours to read your book or perhaps take a sneaky nap under the comms desk. Tonight is going to be different however, because that first scan finds six worryingly massive spacecraft making their way into the galaxy and, as you watch aghast, the outermost planet of a nearby solar system is surrounded and then smashed to tiny pieces!

The craft proceed to harvest the parts with small drones before moving on at a frightening rate and not stopping their task even for those worlds in the system which have life on them. You've well and truly raised the alarm by now but these things need to be stopped as soon as possible; matching might with might just isn't an option because there just isn't anything even approaching the scale of these attackers, but a lone Battle Eagle fighter just like the one fuelled and ready to fly in docking bay 4 stands a chance of being able to slip through the defences to destroy the reactor core of each ship. As the engines spin up to flight speed and the Battle Eagle's computer runs final system checks, you fasten the pilot's harness and find yourself wondering if you'll get a chance to finish that book...


CONTROLS
From the game's titles page, pressing fire on a joystick connected to port 1 will begin the mission. The player controls their spacecraft using a joystick connected to port 1 of the Atari Home Computer; the various directional controls will cause the on-screen craft to move accordingly and pressing the fire button will rain super heated plasma towards the incoming enemy forces.


CREDITS

Programming, graphics and sound effects Jason "T.M.R" Kelk
 
Music Sascha "Der Luchs" Lubenow

Battle Eagle was developed with Crimson Editor and Xasm. The backgrounds were created with version 1.0 of Char Pad whilst Sprites were drawn with Promotion, with data being converted with Windows-based tools developed for this specific project. Music was written in Raster Music Tracker and the final release version compressed with Exomizer 2. This game was developed to take part in the ABBUC software competition 2013.