Inky Posted March 3, 2002 Share Posted March 3, 2002 Have any board games ever been ported to the 26? I'm racking my brain here, but I can't think of any. One I think that is extremely doable is Battleship. Shouldn't be a hard game to do at all. Just thought of one. Othello, Checkers and Chess.. Maybe that's 3.. And how about someone hacking the graphix on Strawberry Shortcake to represent every little kid's favorite board game character, COOTIE! Quote Link to comment Share on other sites More sharing options...
Atari-Jess Posted March 3, 2002 Share Posted March 3, 2002 Backgammon was also a 2600 game Quote Link to comment Share on other sites More sharing options...
Scooterb23 Posted March 3, 2002 Share Posted March 3, 2002 Well Cubicolor is the same game as Rubik's Race. I assume Rubik came out first, but I do not know for sure. A Game of Concentration is kinda sorta like Memory. There was a board game version of Hangman. And I believe somebody turned Simon into a 2600 game. I don't know if you count any of these or not. Quote Link to comment Share on other sites More sharing options...
StanJr Posted March 3, 2002 Share Posted March 3, 2002 Video Simon rocks. Could RISK make the transition? Quote Link to comment Share on other sites More sharing options...
Atari-Jess Posted March 3, 2002 Share Posted March 3, 2002 RISK??? are you joking there Stan? Risk is hard to play WITHOUT using a 2600 let alone attempt to make one for it yeck! that would be a mess! I know its on the ST, It could possibly be done on the 7800... but the 2600?? RISK??? Quote Link to comment Share on other sites More sharing options...
Stella'sGhost Posted March 3, 2002 Share Posted March 3, 2002 I think risk would be great on a 2600. How about Twister? Atari-Jess, we have similar avatars. Quote Link to comment Share on other sites More sharing options...
Atari-Jess Posted March 3, 2002 Share Posted March 3, 2002 yes, I have noticed that... but I don't get yours... Quote Link to comment Share on other sites More sharing options...
Stella'sGhost Posted March 3, 2002 Share Posted March 3, 2002 Either do I. Quote Link to comment Share on other sites More sharing options...
Doc4 Posted March 3, 2002 Share Posted March 3, 2002 I'm surprised no one has commented on my avatar. I drew it myself. Thank you very much. As for board games on the 2600 I think maybe you hit the most common. I can't think of any right now. Quote Link to comment Share on other sites More sharing options...
The Night Phantom Posted March 3, 2002 Share Posted March 3, 2002 Arguably 3-D Tic-Tac-Toe would fit in this category. Quote Link to comment Share on other sites More sharing options...
StanJr Posted March 4, 2002 Share Posted March 4, 2002 I AM SO DOWN for a Candyland 2600! Molasses Stan Quote Link to comment Share on other sites More sharing options...
mos6507 Posted March 4, 2002 Share Posted March 4, 2002 Othello Video Chess Backgammon Flag Capture (dumbed down Risk) 3D Tic Tac Toe Checkers (Activision and Atari) If you consider the puzzle genre equivalent to board games, then homebrews have been busy with them, like Okie Dokie, Qb, and Jammed/Crazy Valet. Board games are hard to do on the 2600 because they are background-graphics intensive. This generally means dynamic playfield bitmaps which are hard to do on the 2600 and still yield few colors to work with. Battleship would require too much RAM for a stock 2600. It's two 10x10 boards and there are three states, unknown, hit, and miss. It's probably doable with Starpath RAM. Visually indicating a hit vs. a miss would also be tricky. You'd have to resort to striping because the playfield only has two colors, one for background and one for foreground. If you interleaved the background you could have odd scanlines be red and even be white. [ 03-03-2002: Message edited by: Glenn Saunders ] Quote Link to comment Share on other sites More sharing options...
uosipa llamxew Posted March 4, 2002 Share Posted March 4, 2002 (edited) ... Edited September 23, 2005 by mojofltr Quote Link to comment Share on other sites More sharing options...
mos6507 Posted March 4, 2002 Share Posted March 4, 2002 >> With 8 bits in every byte, one byte of RAM can record the shot history of 8 consecutive grid coordinates. << That implies a simple on/off state for a grid coordinate. There are 3 states for each coordinate, unknown, miss, and hit. So you really need 2 bits per coordinate. For 200 coordinates, that's 400 bits. Okay, that's 50 bytes. You are right though. It is still doable. I was thinking in terms of bytes per coordinate rather than bits. That being said, Milton Bradley probably should have attempted the game when they could have... Quote Link to comment Share on other sites More sharing options...
slapdash Posted March 4, 2002 Share Posted March 4, 2002 For board game based games, what about Glib? Quote Link to comment Share on other sites More sharing options...
ubersaurus Posted March 5, 2002 Share Posted March 5, 2002 the major problem still lies in the fact that both players could see one another. They would already know where the ships are at. Quote Link to comment Share on other sites More sharing options...
The Night Phantom Posted March 5, 2002 Share Posted March 5, 2002 quote: Originally posted by Pitfall Harry: Either player could also display his own Ship Placement grid at any time during the game just for laughs. All ya gotta do is tell your opponent to look away while you flip your player difficulty switch to take a quick peek and then flip it back to restore the Radar grid to resume the game. And if you happened to flip the wrong difficulty switch by “accident” while your opponent wasn't looking, well, that's just the luck of the flip. Quote Link to comment Share on other sites More sharing options...
Channel 2 Posted March 5, 2002 Share Posted March 5, 2002 Why use two bytes for ship positions? Just store the start points in order of size so you know how long each one is, and use one bit to indicate down or across. 10*10*2 = 200 < 256. Quote Link to comment Share on other sites More sharing options...
MoonlightKnight Posted March 5, 2002 Share Posted March 5, 2002 quote: Originally posted by Pitfall Harry: I was thinking that it would be You vs. the Computer. If you wanted to play against a friend, you could place your ships while he's not looking. Then he can place his ships while you're not looking. Then each of you can alternately view your own "Radar" grids (the grid that doesn not include your own ships) to see where you want to shoot at next. The VCS can make the determination and alert both players of the HIT/MISS status of each shot. Showing just the Radar grids doesn't give anything away because both players see both Radar grids during the course of standard non-computer Battleship, anyway. (In standard Battleship, your opponent's Radar grid and your own Ship Placement grid are the same, except you see your own ships). Since there's no real strategic value to be had in looking at your own Ship Placement grid, neither player need look at it during the course of the game. Although, you'll undoubtedly want to look at it when the game is over. Either player could also display his own Ship Placement grid at any time during the game just for laughs. All ya gotta do is tell your opponent to look away while you flip your player difficulty switch to take a quick peek and then flip it back to restore the Radar grid to resume the game. Ben How hard would it be to program only one side to show up at a time during placement? Or during play for that matter? I don't really know so I'm just asking whether or not it would take up too much room in the programming to do either of these things. Quote Link to comment Share on other sites More sharing options...
slapdash Posted March 5, 2002 Share Posted March 5, 2002 Some people have discussed how to do networking -- either a direct connect between two systems, or even via modem/net. Perhaps this is a good game for which to consider that again? Quote Link to comment Share on other sites More sharing options...
liveinabin Posted March 5, 2002 Share Posted March 5, 2002 I think it's time for an Atari version of Hungry Hungry Hippos. Quote Link to comment Share on other sites More sharing options...
Cybergoth Posted March 5, 2002 Share Posted March 5, 2002 quote: Originally posted by liveinabin: I think it's time for an Atari version of Hungry Hungry Hippos. Uhm... Hungry Hungry Hippos ?!? Greetings, Manuel Quote Link to comment Share on other sites More sharing options...
mos6507 Posted March 5, 2002 Share Posted March 5, 2002 quote: Originally posted by Pitfall Harry: But now that I think about if further, I'm really starting to LIKE Glen's 400 bits of table idea. 00 = no shot taken, no ship present 01 = no shot taken, ship present 10 = shot taken, no ship present (i.e. MISS) 11 = shot taken, ship present (i.e. HIT) Ben Not like that, like this: MISS TABLE 0 = no shot taken, no ship present 1 = no shot taken, ship present HIT TABLE 0 = shot taken, no ship present (i.e. MISS) 1 = shot taken, ship present (i.e. HIT) I imagine it as two bitplanes like the Amiga. One would store misses (white over bg) and the other stores hits (red over bg). Since you only have two colors available per scanline (unless you change colors dynamically which I don't think would work with this tight spacing) you alternate scanlines. This would be really easy to draw because your playfield RAM index is reused for both bitmaps. Any other method would take too long to decode into playfield register settings. Quote Link to comment Share on other sites More sharing options...
liveinabin Posted March 5, 2002 Share Posted March 5, 2002 quote: Originally posted by Cybergoth: Uhm... Hungry Hungry Hippos ?!? Greetings, Manuel Observe:- Hungry Hungry Hippos Quote Link to comment Share on other sites More sharing options...
Paul Slocum Posted March 6, 2002 Share Posted March 6, 2002 You could make the game split screen and have a suction cup divder that goes on the TV so each player only sees their side of the TV. -Paul Quote Link to comment Share on other sites More sharing options...
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