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Are TI Atarisoft games really "all that" (and a bag of chips)?


PeBo

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I know they have a fan base, and yes they are great games by virtue of the fact that they are ports of games that were already great to start with, but are they truly good ports?

 

I remember when I bought them originally I was pretty dissappointed with most of them. From the single voice music in most, the missing cut scenes in Ms Pacman (c'mon, wouldn't have taken that much extra memory, the sprites were already defined, and simply appear on a blank background!), to the gawd-awful computer cars in Pole Position*, the entire collection seems rushed and half-finished. I'd visit friends with the Atari 800 versions, and they were infinitely more polished.

 

Not to slam them all, I will say I LOVE TI Shamus (but I'd love any version of Shamus), TI Moon Patrol is among my favorite non-arcade versions, and even with the missing bits, PacMan and Ms Pacman are visually stunning renditions. You can't screw up Dig Dug, and Centipede is VERY good, but Jungle Hunt is easily one of the worst ports I've seen of any game on the TI (beat out by a hair by Sega's Congo Bongo).

 

Other companies created some truly stunning ports for the TI...Imagic's Super Demon Attack outshines most other versions, as does Sierra's Jawbreaker, and Q*bert and Frogger hold their own easily beside the competition, so what happened with Atarisoft? I know that Atari had nothing to do with the programming of the Atarisoft line, but it is sad that we ended up with poor-man's version of most of these games despite the Atari name on the box.

 

Maybe it's time for Rasmus to revisit a few of them with his magic????

 

So any favorites? Major dissapointments???

 

*(and yes, despite the crappy computer car rendering, Pole Position is still a very fun version to play)

 

btw does Joust actually exist?....can't remember for certain.

Edited by PeBo
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Huh? Jungle Hunt and Congo Bongo are bad? News to me! :lol:

 

Congo Bongo was a fav of mine back in the day. Was always a quirky game with some tough jumps and timing, but I've always chalked that up to the isometric view. Great game and excellent Donkey Kong variant otherwise.

 

Atarisoft Donkey Kong is incredible too. Missing springs aside, consider it one of the best conversions among all game systems and computers actually.

 

Not a fan of the oversized and single colored sprites in Dig Dug, but it's still a good game - for the TI.

 

Haven't played Pole Position much - and probably for a reason. Not a big fan of early racers on computers.

 

Picnic Paranoia is an abysmal concept to me for an Atarisoft game. While I can sometimes "forgive" first party software for doing something similar to a BASIC character graphic thing (Chisholm Trail, Tombstone City), expect much better out of Atari or any other 3rd party.

 

Both Pac-man's are excellent, albeit a little slow starting at first. Don't press the fire button thinking you'll speed up though, as there's another undesirable effect! :lol:

 

Love Moon Patrol, despite goofy player/missile detection that doesn't really detract. Stuff like that just "feels" more like a computer conversion than a similar game on a console.

 

Centipede is absolutely amazing. Again, consider this among the best of the best when it comes to home conversions. Might be my all time favorite version actually.

 

Defender is good, not as choppy as most home conversions. Probably a better game overall than Protector II, but haven't played either in a while. Always seem to crash into things in Protector.

 

To answer the question of whether or not Atarisoft releases are "all that" - the answer is a resounding YES!

Would have been nice had Joust and Robotron been released though. :(

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I mainly played Tron, Joust, Donkey Kong, Pole Position, Jungle Hunt, and a few other arcade games, so I was thrilled when some of those titles came out for my beloved TI. I felt they were a good enough approximation of the real thing that I could get a gaming fix at home before heading to 7-11 (when Big Gulps topped out at 32oz) to play the real deal. Tron and Joust were my favorites and had high hopes for at least Joust to be released but don't recall ever seeing Joust on the TI. I believe I first played Joust at home on an Atari 800XL.

 

Agree with save2600 that these games for TI were indeed "all that." After playing the TI "knockoffs" like Munchman, or playing the admirable but homegrown 99'er magazine programs, it was just cool to me to have some "brand name" titles straight from the arcade to play at home. I just loaded up Pole Position on the TI after playing Grand Turismo on the PlayStation, and the blocky graphics and simplistic sound are kind of endearing now. Or maybe I'm just still reminiscing about childhood, and after a couple more laps I'll be back on the PlayStation. ;-) :thumbsup: ;-)

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I guess the rush to get a game out to meet business deadlines has lead and still leads to a lot of compromises if you program for commercial reasons.

In addition all cartridges extensions in terms of additional rom/grom/ram/battery to allow additional features meant increasing production costs.

 

If you don't program for profit, you can invest endless time on trying out unusual paths to tighten up code, squeeze out more of the same hardware, figure out all you can on undocumented hardware features. When running a business you can not do that.

 

As being a programmer in my job myself, my efforts are sometimes cut from business to meet deadlines. And then you have to implement a not-so-perfect/not-so-generic/not-so-thoughtthrough/dirty/ugly solution instead of the desired ideal one which costs more ressources to implement. Even if you show that it's the better long term solution and safes time/costs in maintainance/future adaptions, the initial business deadlines to launch a new feature are often the killing arguments to all this efforts.

 

So I agree in that the hardware can do more than what was released, but then this is true for all home computers/consoles because showed compromises are part of commercial programming.

 

My favourites from Atari are Donkey Kong and Shamus.

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Most points already covered and I am kind of 50/50 on this one, Atarisoft titles on the TI are hit and miss, Shamus, Donkey Kong, Moon Patrol and Centipede show the better side, Pole Position, Picnic Paranoia and Protector II show the "Not so good" side.

 

The thing that pisses me off to a degree is the amount of love directed at the Atarisoft titles, I found the Parker brothers releases to be the most consistent of all the third party manufacturers, Just a shame they never got the expected Tutankham to market.

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Congo bongo looks awful on anything other than a Colecovision to me.

Moon patrol looks closest to the arcade of nearly all ports out there on the TI.

Pole position is quite bad, but the Vic20 version is also quite horrendous with very a very garish colour scheme. Interestingly the 2600
version looks really good considering the hardware limitations, but the opponent cars on most conversions are very low spec.

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Most points already covered and I am kind of 50/50 on this one, Atarisoft titles on the TI are hit and miss, Shamus, Donkey Kong, Moon Patrol and Centipede show the better side, Pole Position, Picnic Paranoia and Protector II show the "Not so good" side.

 

The thing that pisses me off to a degree is the amount of love directed at the Atarisoft titles, I found the Parker brothers releases to be the most consistent of all the third party manufacturers, Just a shame they never got the expected Tutankham to market.

 

agree entirely on your "best" list ( I would have added Pacman...even without the flashing maze end-of-round sequence and pacman death animation, it is among the most visually stunning pacman ports on any machine)

 

I would have love to have seen Epyx's Temple of Apshai Trilogy, but the biggest gaps (imho) are the missing Galaxian (and/or Galaga), Joust and Pheonix. I used to mourn not having Missile Command and Major Havoc, but we have excellent clones that more than make up for them.

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I hadn't given it too much thought I must admit, and had mostly concentrated on what the TI actually has, but You are correct, aside from Space Invaders the TI is noticeably lacking in late 70's, early 80's style vertical space shooters.

 

I nearly forgot Demon attack, but most others are of a different style.

 

Galaxian, Galaga, Moon Cresta, Phoenix are missing. The c64 surprisingly doesn't have a port of the original Galaga at all, does have Gaplus though.

 

Anyway, maybe nowdays it is better that our super talented programmers concentrate on doing things that will be seen as unique for the TI, rather than

copying what has been done on all the other 8 bit systems of the era. No doubt at all, the version of Flappy Bird is the best of all by a long shot.

Edited by Imperious
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Galaxian, Galaga, Moon Cresta, Phoenix are missing. The c64 surprisingly doesn't have a port of the original Galaga at all, does have Gaplus though.

 

You mean this one? (Snapshot from MESS)

 

[Edit: Beside Attack Of the Mutant Camels and Impossible Mission I always dreamed of having a Galaga clone on the TI.]

post-35000-0-83339400-1421589626_thumb.png

Edited by mizapf
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I'm aware of that "port" but it's too horrible to play in my opinion, would rather play the real thing in Mame.

That version looks like it was designed for the PET. If I had a PET I would be happy with that, but not on the c64.

Edited by Imperious
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Out of curiosity I transcribed the first intermission music for Ms. Pac-Man. With just two voices it winds up being 299 bytes. That is before I started playing around with using periodic noise to add more body to the bass line (I have not completed that one, yet, and at this point I might not ever.) The second intermission is longer and would probably be around 800 is 797 bytes, then the third intermission is fairly short 206 bytes. So the scores alone I would say would have added another 1302 bytes or so to the game. The ROMs have barely over 128 bytes available in the first 8k bank about 1300 bytes available in the second, so I suppose it might have been possible to put the music in but then you have to would also want the graphics and whatever routines would be necessary.

 

My guess is ROM space dictated some things hit the cutting room floor. BTW, did you know the author's name, Howard E. Scheer, is in text at the end of both banks?

 

Anyway, here is what the first and second intermissions could have sounded like on the TI. Use Rasmus' SoundListRipper to play the attached .bin files. One has the melody in a lower octave. (I just did this on a whim so I may or may not do the second and third.)

 

EDIT: Added second intermission on another whim.

EDIT: Yet another whim and the third intermission is added.

 

 

 

* Ms. Pac-Man
* First Intermission score
* Transcribed by OLD CS1
*  to ISR sound list format
*  using SoundListRipper by RasmusM
*
BYTE >04,>8F,>07,>90,>BF,>08                      * A31
BYTE >05,>81,>07,>AD,>25,>B0,>08                  * B31, F#12
BYTE >03,>8F,>07,>BF,>08                          * A31
BYTE >03,>87,>09,>B0,>04                          * F#31
BYTE >01,>BF,>04
BYTE >01,>B0,>08
BYTE >02,>8A,>0C,>08                              * C#31
BYTE >03,>8A,>0A,>BF,>08                          * E31
BYTE >02,>80,>0A,>08                              * F31
BYTE >02,>87,>09,>08                              * F#31
BYTE >01,>B0,>08
BYTE >01,>BF,>08
BYTE >01,>B0,>04
BYTE >01,>BF,>04
BYTE >03,>8A,>0A,>B0,>08                          * E31
BYTE >02,>87,>09,>08                              * F#31
BYTE >03,>8A,>0A,>BF,>08                          * E31
BYTE >02,>8A,>0C,>08                              * C#31
BYTE >02,>8F,>07,>08                              * A31
BYTE >03,>81,>07,>B0,>08                          * B31
BYTE >03,>8F,>07,>BF,>08                          * A31
BYTE >03,>87,>09,>B0,>04                          * F#31
BYTE >01,>BF,>04
BYTE >01,>B0,>08
BYTE >02,>8A,>0C,>08                              * C#31
BYTE >03,>8A,>0A,>BF,>10                          * E31
BYTE >02,>8A,>0C,>08                              * C#31
BYTE >03,>A7,>32,>B0,>08                          * C#12
BYTE >01,>BF,>08
BYTE >01,>B0,>04
BYTE >01,>BF,>04
BYTE >02,>9F,>B0,>08
BYTE >03,>85,>06,>90,>08                          * C#41
BYTE >03,>85,>05,>BF,>08                          * E41
BYTE >02,>80,>05,>08                              * F41
BYTE >05,>8C,>04,>AD,>25,>B0,>08                  * F#41, F#12
BYTE >01,>9F,>08
BYTE >01,>90,>08
BYTE >01,>9F,>08
BYTE >05,>85,>05,>90,>A7,>2A,>02                  * E41, E12
BYTE >02,>8C,>04,>02                              * F#41
BYTE >02,>85,>05,>03                              * E41
BYTE >02,>85,>06,>08                              * C#41
BYTE >02,>81,>07,>08                              * B31
BYTE >02,>8F,>07,>08                              * A31
BYTE >04,>81,>07,>AA,>2F,>08                      * B31, D12
BYTE >02,>8F,>07,>08                              * A31
BYTE >02,>81,>07,>08                              * B31
BYTE >02,>85,>06,>08                              * C#41
BYTE >02,>A7,>32,>08                              * C#12
BYTE >02,>81,>07,>08                              * B31
BYTE >02,>8F,>07,>08                              * A31
BYTE >02,>87,>09,>08                              * F#31
BYTE >04,>8A,>0A,>AD,>25,>08                      * E31, F#12
BYTE >03,>87,>09,>BF,>08                          * F#31
BYTE >05,>8A,>0A,>AC,>1F,>B0,>08                  * E31, A12
BYTE >03,>8A,>0C,>BF,>08                          * C#31
BYTE >05,>8A,>0A,>A5,>1C,>B0,>08                  * E31, B12
BYTE >03,>8A,>0C,>BF,>08                          * C#31
BYTE >05,>82,>0E,>A4,>19,>B0,>08                  * B21, C#22
BYTE >03,>8E,>0F,>BF,>08                          * A21
BYTE >05,>8E,>12,>A3,>15,>B0,>08                  * F#21, E22
BYTE >02,>A4,>19,>08                              * C#22
BYTE >02,>A5,>1C,>08                              * B12
BYTE >02,>AC,>1F,>08                              * A12
BYTE >02,>AD,>25,>10                              * F#12
BYTE >02,>9F,>BF,>00

 

 

 

* Ms. Pac-Man
* Second Intermission score
* Transcribed by OLD CS1
*  to ISR sound list format
*  using SoundListRipper by RasmusM
*
BYTE >04,>87,>08,>90,>BF,>08                      * G#31
BYTE >05,>88,>07,>AD,>11,>B0,>08                  * A#31, G22
BYTE >04,>81,>07,>AE,>12,>08                      * B31, F#22
BYTE >04,>8B,>06,>A0,>14,>10                      * C41, F22
BYTE >04,>81,>07,>A3,>15,>08                      * B31, E22
BYTE >04,>8B,>06,>A4,>19,>0C                      * C41, C#22
BYTE >02,>9F,>BF,>04
BYTE >06,>8B,>06,>90,>AD,>17,>B0,>08              * C41, D22
BYTE >04,>85,>06,>A4,>19,>08                      * C#41, C#22
BYTE >04,>8F,>05,>AC,>1A,>08                      * D41, C22
BYTE >04,>8A,>05,>A5,>1C,>10                      * D#41, B12
BYTE >04,>8F,>05,>A0,>1E,>08                      * D41, A#12
BYTE >04,>8A,>05,>AC,>1F,>0C                      * D#41, A12
BYTE >02,>9F,>BF,>04
BYTE >06,>8B,>06,>90,>AB,>21,>B0,>08              * C41, G#12
BYTE >03,>8C,>03,>BF,>08                          * A#41
BYTE >02,>83,>04,>08                              * G#41
BYTE >02,>8C,>04,>08                              * F#41
BYTE >05,>80,>05,>AB,>21,>B0,>08                  * F41, G#12
BYTE >03,>8C,>04,>BF,>08                          * F#41
BYTE >02,>88,>07,>04                              * A#31
BYTE >03,>AB,>21,>B0,>04                          * G#12
BYTE >04,>8B,>06,>A0,>1E,>04                      * C41, A#12
BYTE >02,>AC,>1A,>04                              * C22
BYTE >04,>85,>06,>A4,>19,>08                      * C#41, C#22
BYTE >01,>BF,>08
BYTE >03,>A0,>14,>B0,>08                          * F22
BYTE >01,>BF,>08
BYTE >03,>AB,>21,>B0,>08                          * G#12
BYTE >02,>9F,>BF,>08
BYTE >06,>87,>08,>90,>A0,>14,>B0,>08              * G#31, F22
BYTE >02,>9F,>BF,>08
BYTE >06,>80,>05,>90,>A4,>19,>B0,>08              * F41, C#22
BYTE >03,>8C,>04,>BF,>08                          * F#41
BYTE >05,>87,>04,>A0,>14,>B0,>08                  * G41, F22
BYTE >03,>83,>04,>BF,>08                          * G#41
BYTE >05,>85,>06,>AB,>21,>B0,>08                  * C#41, G#12
BYTE >03,>8A,>05,>BF,>08                          * D#41
BYTE >05,>85,>05,>A0,>14,>B0,>08                  * E41, F22
BYTE >03,>80,>05,>BF,>08                          * F41
BYTE >05,>85,>06,>A4,>19,>B0,>08                  * C#41, C#22
BYTE >03,>80,>05,>BF,>08                          * F41
BYTE >05,>85,>06,>A0,>14,>B0,>08                  * C#41, F22
BYTE >03,>87,>08,>BF,>08                          * G#31
BYTE >03,>AB,>21,>B0,>08                          * G#12
BYTE >03,>80,>0A,>BF,>08                          * F31
BYTE >05,>87,>09,>A0,>14,>B0,>08                  * F#31, F22
BYTE >03,>8F,>08,>BF,>08                          * G31
BYTE >05,>87,>08,>A4,>19,>B0,>08                  * G#31, C#22
BYTE >01,>BF,>08
BYTE >03,>AD,>10,>B0,>08                          * G#22
BYTE >01,>BF,>08
BYTE >05,>81,>07,>A0,>14,>B0,>08                  * B31, F22
BYTE >01,>BF,>08
BYTE >03,>A3,>15,>B0,>08                          * E22
BYTE >01,>BF,>08
BYTE >05,>8B,>06,>A8,>16,>B0,>08                  * C41, D#22
BYTE >01,>BF,>08
BYTE >03,>AE,>12,>B0,>08                          * F#22
BYTE >01,>BF,>08
BYTE >03,>AB,>21,>B0,>08                          * G#12
BYTE >01,>BF,>08
BYTE >03,>AE,>12,>B0,>08                          * F#22
BYTE >02,>9F,>BF,>08
BYTE >06,>8C,>04,>90,>A8,>16,>B0,>08              * F#41, D#22
BYTE >03,>80,>05,>BF,>08                          * F41
BYTE >05,>8B,>06,>AE,>12,>B0,>08                  * C41, F#22
BYTE >03,>85,>06,>BF,>08                          * C#41
BYTE >05,>80,>05,>AB,>21,>B0,>08                  * F41, G#12
BYTE >03,>8A,>05,>BF,>08                          * D#41
BYTE >05,>88,>07,>AE,>12,>B0,>08                  * A#31, F#22
BYTE >03,>81,>07,>BF,>08                          * B31
BYTE >05,>8B,>06,>A8,>16,>B0,>08                  * C41, D#22
BYTE >03,>8A,>05,>BF,>08                          * D#41
BYTE >05,>8B,>06,>AE,>12,>B0,>08                  * C41, F#22
BYTE >03,>8C,>03,>BF,>08                          * A#41
BYTE >03,>AB,>21,>B0,>08                          * G#12
BYTE >03,>83,>04,>BF,>08                          * G#41
BYTE >05,>8C,>04,>AE,>12,>B0,>08                  * F#41, F#22
BYTE >03,>8A,>05,>BF,>08                          * D#41
BYTE >05,>88,>07,>AC,>1A,>B0,>10                  * A#31, C22
BYTE >01,>BF,>10
BYTE >05,>87,>08,>AB,>21,>B0,>10                  * G#31, G#12
BYTE >01,>BF,>10
BYTE >05,>80,>05,>A4,>19,>B0,>08                  * F41, C#22
BYTE >04,>8C,>04,>A8,>16,>08                      * F#41, D#22
BYTE >04,>87,>04,>A3,>15,>08                      * G41, E22
BYTE >04,>83,>04,>A0,>14,>08                      * G#41, F22
BYTE >04,>87,>08,>AE,>12,>08                      * G#31, F#22
BYTE >04,>88,>07,>A0,>14,>08                      * A#31, F22
BYTE >04,>81,>07,>A8,>16,>08                      * B31, D#22
BYTE >04,>8B,>06,>AB,>21,>08                      * C41, G#12
BYTE >04,>80,>05,>A4,>19,>08                      * F41, C#22
BYTE >03,>8C,>04,>BF,>08                          * F#41
BYTE >05,>87,>04,>A0,>14,>B0,>08                  * G41, F22
BYTE >03,>83,>04,>BF,>08                          * G#41
BYTE >05,>85,>06,>AB,>21,>B0,>08                  * C#41, G#12
BYTE >03,>8A,>05,>BF,>08                          * D#41
BYTE >05,>85,>05,>A0,>14,>B0,>08                  * E41, F22
BYTE >03,>80,>05,>BF,>08                          * F41
BYTE >05,>85,>06,>A4,>19,>B0,>08                  * C#41, C#22
BYTE >03,>80,>05,>BF,>08                          * F41
BYTE >05,>85,>06,>A0,>14,>B0,>08                  * C#41, F22
BYTE >03,>87,>08,>BF,>08                          * G#31
BYTE >03,>AB,>21,>B0,>08                          * G#12
BYTE >01,>BF,>08
BYTE >05,>8F,>08,>A0,>14,>B0,>08                  * G31, F22
BYTE >03,>87,>08,>BF,>08                          * G#31
BYTE >05,>88,>07,>AD,>25,>B0,>08                  * A#31, F#12
BYTE >01,>BF,>08
BYTE >03,>AB,>21,>B0,>08                          * G#12
BYTE >01,>BF,>08
BYTE >05,>8F,>07,>A0,>1E,>B0,>08                  * A31, A#12
BYTE >01,>BF,>08
BYTE >03,>A0,>14,>B0,>08                          * F22
BYTE >01,>BF,>08
BYTE >05,>88,>07,>AE,>12,>B0,>08                  * A#31, F#22
BYTE >01,>BF,>08
BYTE >03,>A8,>16,>B0,>08                          * D#22
BYTE >01,>BF,>08
BYTE >03,>A0,>1E,>B0,>08                          * A#12
BYTE >01,>BF,>08
BYTE >03,>AB,>21,>B0,>08                          * G#12
BYTE >02,>9F,>BF,>08
BYTE >06,>8C,>04,>90,>AD,>25,>B0,>08              * F#41, F#12
BYTE >03,>80,>05,>BF,>08                          * F41
BYTE >02,>8A,>05,>08                              * D#41
BYTE >02,>85,>06,>10                              * C#41
BYTE >02,>8A,>05,>08                              * D#41
BYTE >05,>80,>05,>AD,>25,>B0,>08                  * F41, F#12
BYTE >02,>9F,>BF,>08
BYTE >06,>80,>05,>90,>AB,>21,>B0,>08              * F41, G#12
BYTE >03,>8A,>05,>BF,>08                          * D#41
BYTE >02,>85,>06,>08                              * C#41
BYTE >02,>87,>08,>10                              * G#31
BYTE >02,>80,>0A,>08                              * F31
BYTE >05,>87,>09,>AB,>21,>B0,>08                  * F#31, G#12
BYTE >03,>8F,>08,>BF,>08                          * G31
BYTE >02,>87,>08,>10                              * G#31
BYTE >03,>AC,>1A,>B0,>08                          * C22
BYTE >01,>BF,>08
BYTE >02,>8B,>06,>08                              * C41
BYTE >02,>8C,>04,>08                              * F#41
BYTE >05,>88,>07,>AB,>21,>B0,>08                  * A#31, G#12
BYTE >03,>8B,>06,>BF,>08                          * C41
BYTE >05,>85,>06,>A4,>19,>B0,>08                  * C#41, C#22
BYTE >01,>BF,>08
BYTE >03,>AB,>21,>B0,>08                          * G#12
BYTE >01,>BF,>08
BYTE >03,>A7,>32,>B0,>08                          * C#12
BYTE >02,>9F,>BF,>00

 

 

 

 

* Ms. Pac-Man
* Third Intermission score
* Transcribed by OLD CS1
*  to ISR sound list format
*  using SoundListRipper by RasmusM
*
BYTE >09,>86,>0D,>90,>AF,>2C,>B0,>C8,>16,>D0,>08  * C31, D#12, D#23
BYTE >04,>80,>0F,>BF,>DF,>08                      * A#21
BYTE >02,>86,>0D,>08                              * C31
BYTE >08,>84,>0B,>A7,>35,>B0,>CC,>1A,>D0,>10      * D#31, C12, C23
BYTE >06,>8E,>0B,>AF,>2C,>C8,>16,>08              * D31, D#12, D#23
BYTE >06,>84,>0B,>AA,>2F,>CD,>17,>08              * D#31, D12, D23
BYTE >04,>A7,>32,>C4,>19,>08                      * C#12, C#23
BYTE >06,>8D,>10,>A7,>35,>CC,>1A,>08              * G#21, C12, C23
BYTE >04,>80,>0F,>BF,>DF,>08                      * A#21
BYTE >02,>82,>0E,>08                              * B21
BYTE >08,>86,>0D,>AF,>2C,>B0,>C8,>16,>D0,>10      * C31, D#12, D#23
BYTE >05,>82,>0E,>BF,>CB,>21,>08                  * B21, G#13
BYTE >07,>86,>0D,>A7,>35,>B0,>CC,>1A,>08          * C31, C12, C23
BYTE >04,>AF,>2C,>C8,>16,>08                      * D#12, D#23
BYTE >06,>80,>0A,>A7,>32,>C4,>19,>08              * F31, C#12, C#23
BYTE >04,>84,>0B,>BF,>DF,>08                      * D#31
BYTE >02,>80,>0A,>08                              * F31
BYTE >05,>8F,>08,>CF,>2C,>D0,>10                  * G31, D#13
BYTE >03,>8B,>06,>DF,>08                          * C41
BYTE >08,>88,>07,>A7,>32,>B0,>C4,>19,>D0,>10      * A#31, C#12, C#23
BYTE >03,>9F,>BF,>DF,>10
BYTE >09,>87,>08,>90,>A7,>35,>B0,>CC,>1A,>D0,>08  * G#31, C12, C23
BYTE >03,>9F,>BF,>DF,>18
BYTE >03,>90,>B0,>D0,>08
BYTE >03,>9F,>BF,>DF,>18
BYTE >09,>80,>0A,>90,>A7,>32,>B0,>C4,>19,>D0,>10  * F31, C#12, C#23
BYTE >06,>84,>0B,>AF,>2C,>C8,>16,>08              * D#31, D#12, D#23
BYTE >06,>87,>08,>A7,>35,>CC,>1A,>08              * G#31, C12, C23
BYTE >03,>9F,>BF,>DF,>00

 

 

ms_pacman_intermission_1_high.bin

ms_pacman_intermission_1_low.bin

ms_pacman_intermission_2_high.bin

ms_pacman_intermission_3_high.bin

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I'm aware of that "port" but it's too horrible to play in my opinion, would rather play the real thing in Mame.

That version looks like it was designed for the PET. If I had a PET I would be happy with that, but not on the c64.

Heh. Without reading the text, I thought it *WAS* a PET screenshot. Maybe a PET port to the C64? Ugh!

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Yes, the Galaga clone by Henrik Wening started off as a PET game. Despite the semi-graphics, it looks and plays surprisingly smoothly, at least the C64 version. Wening went on to make a polished version called Galaxy (strong similarities to Galaga) and Fire Galaxy (less of a clone, more of an own game).

 

Perhaps Atarisoft got vibes of where the TI-99/4A was heading, and didn't have the software teams spending more effort than required to get some of those ports out? On the other hand, the VIC-20 was aging away too, and for that system the Atarisoft games generally have good ratings, including Pole Position despite a "garish" colour scheme. I've wondered if it could be hacked with different colours, at least black road with blue stripes instead of the other way around, as it already synchronizes with the raster beam.

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Yes, the Galaga clone by Henrik Wening started off as a PET game. Despite the semi-graphics, it looks and plays surprisingly smoothly, at least the C64 version. Wening went on to make a polished version called Galaxy (strong similarities to Galaga) and Fire Galaxy (less of a clone, more of an own game).

Ooh, I remember playing Fire Galaxy on the Vic-20. A Scramble-like game, IIRC. I liked most of the Anirog games when the Vic was my only micro.

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Good call, but those are two different games. Fire Galaxy for the VIC is a Scramble game made by Kingsoft and published by Anirog 1983.

Fire-Galaxy for the C64 (and obviously Plus/4) is a Galaga-ish game made by Kingsoft (!) and possibly self-published (or just leaked) by them in 1987.

To add confusion, the prequel Galaxy, also by Wening/Kingsoft was published by Anirog.

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Graphically, I recently played the MSX version of Galaga. It is allright I suppose, but when comparing it to the Famicom version, the VDP graphics pale. Perhaps modern tricks with overlaying sprites and whats not could be used to get a TI port that looks even closer to the arcade.

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Graphically, I recently played the MSX version of Galaga. It is allright I suppose, but when comparing it to the Famicom version, the VDP graphics pale. Perhaps modern tricks with overlaying sprites and whats not could be used to get a TI port that looks even closer to the arcade.

 

I did not realize there was an MSX conversion of Galaga. I will have to try that out in my down-time. I pulled it out of TOSEC and it is actually not a bad conversion considering. The sound is really good, and the graphics are, of course, VDPish but really quite well done. Considering the difference between the video hardware of the two I would not consider it a fair comparison between the NES/Famicom and MSX1, but I agree some better graphics tricks could do well to bring it up-to-snuff. This is one of the games which has been on my radar for conversion for some time, along with Gyruss and Xevious.

 

I also played Bosconian and Elevator Action and find them to be quite well done, as well. Mr. Do! is an absolute abomination compared to the ColecoVision conversion.

 

 

Also, I updated my post above to include the second intermission score from Ms. Pac-Man.

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Agree with OLD CS1 on that... ;)

 

Seems we have a cultural divide! Ultimately, it works both ways, but I always assumed it American since the chips over in North America are a snack or a treat that can go along with anything, and fries, seemingly not so much (more of a meal thing). But off to the origin of the expression!

 

The kids on Google seem to mostly think it only applies to people (mostly women), which I think we've all seen much broader usage than that! ;)

 

Still, commonly attributed to have arisen in the 90's. One blamed Fresh Prince of Bel-Air, another Austin Powers and talk show hosts... ;)

 

The "Online Slang Dictionary" claims it means "chips" in the American sense, but there's not a lot out there even attempting to analyze the phrase. So I guess we'll just accept it rose on both sides of the ocean around the same time and both groups took away their own meaning - since it does work both ways. ;)

 

Back to whatever it was before I dove in. ;)

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