
Spider Sentry - Intellivision Sprint
SPIDER SENTRY New for the Intellivision from Classically Trained Games Night has fallen over your orchard, and the bugs are coming for your fruit. Master Nests drift down from the dark, armored and untouchable until they send out their first Spy Pod. While the Pods scout, the Nests call in Green Widows to block your shots and Stingers to dive-bomb your blaster. When a Nest gets close to the tree, it grabs a piece of fruit and drags it off the edge of the screen. Shoot it in time and the fruit drops back to safety. Spider Sentry is my Intellivision take on a classic 1983 Atari 2600 orchard shooter. The rules, the enemy waves, the scoring and even the colors and pixels were checked against the original cartridge, then I added four brand-new ways to play. FEATURES - 5 game modes: Classic 2600 - the original rules, fruit multipliers, no continues Arcade - the same battle with a continue system Harvest - catch fruit falling from the trees for bonus points Stinger Storm - endless Stinger survival that levels up every 15 kills Blitz - a 90-second score attack - 3 skill levels (Rookie, Regular, Expert) and Straight or Guided pellets - 4 orchards to defend: oranges, grapes, strawberries and the endless banana groves - Original-style burst fire: hold the button for a 3-pellet volley - A high score for every mode - 3 seconds of safety after every hit - Plays on real hardware: ready for the Intellivision Sprint and flash carts - Browser version included, with keyboard and USB gamepad support WHAT'S IN THE DOWNLOAD - The Sprint package (box art, overlays and screenshots for the Intellivision Sprint) - SpiderSentry_V6.html, the browser version - The Instruction Manual & Strategy Guide (PDF) CONTROLS Intellivision: disc to move, side buttons to fire, Enter to pause, Clear for the menu Browser: arrow keys or A/D to move, Space/Z/X to fire, Enter to pause, Esc for the menu, or use a USB gamepad AI DISCLOSURE For full disclosure: a lot of the coding for Spider Sentry was done with AI tools. The creative direction, the game design decisions, the bug testing and some of the coding were done by me. The game was built in IntyBasic. Thanks for playing, and keep those bugs out of the orchard! - Classically Trained Games
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