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Homebreviews - part 19


Nathan Strum

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Believe it or not... this entry includes my 60th Homebreview! To mark the occasion, I'm reviewing a couple of games that were released at the Classic Gaming Expo this summer. The ROMs aren't available, so I've posted movies of them, to show you what they're really like (sorry about the quality - they were shot off of a TV screen).

 

Actually, I would have rather reviewed a really good game instead, but these are the last two unreviewed games that I've got. So there you go.

 

Although these reviews are already editorials of a sort, I'm going to editorialize a little bit more, before delving into the reviews proper.

 

N.E.R.D.S and The Last Ninja are the worst homebrews I've reviewed to date. They aren't merely near-misses that just barely fell short of their potential, either. Both have a very unfinished feel to them. Neither offers much of a challenge, any depth, innovation or replay value. They're poorly designed and executed, as if hastily slapped together just for the sake of "making a game". Is that too harsh? I know it takes a lot of work to program a game. It takes a lot of effort to manufacture them. And I know that the people who program games have a desire to see their games published on a cartridge. In some cases, they've dreamed about it since being a kid. I've got game ideas I'd love to see on a cart, too. Who doesn't? But that doesn't mean every idea is a good one, nor does it mean that even potentially good ideas get executed to their fullest potential. In the case of both of these games, I can only speculate why they were made. It seems odd that not one, but two games at this level of quality should be given such a high-profile release: fully boxed, limited editions, and a starring role at a game expo. Did it just happen that these games were finished at the right time, and they were convenient titles to turn into boxed editions, regardless of how good or bad they actually were? Or were they created for the sole purpose of selling boxed games, and whatever the end result was didn't really matter? Given that the games are only available this way, and not just as cartridges and manuals (and the manuals, incidentally, are just single pieces of card stock, folded over) calls into question exactly who they intended to sell these to. It seems to be a rather counter-productive way to reach as broad of an audience as possible, if you're selling a game you're truly proud of and want people to play. To me, this whole thing smacks of playing to the collector crowd, assuming that no matter what gets put in a box - as long as it is in a box - collectors will line up and pay outrageous prices just to have them. I consider that to be manipulative and insulting to anyone who enjoys buying games for classic systems, whether they're collectors or not. For both of these games, having boxes - and the resultant astronomical prices - actually hurt their reviews. I might have treated them a little bit kinder if the packaging and pricing weren't so completely out-of-line with the quality of the games. Now, despite having a limited production run, these two games are showing up at AtariAge, presumably because Atari2600.com simply couldn't unload all of them on their own. Maybe the lesson to be learned here is that just because you can program a game, doesn't mean it should automatically be put on a cart. Maybe it would be better to hold off until the next game, and chalk up the first as a learning experience.

 

What happened during these games' development? There are plenty of homebrews to compare works-in-progress to, and there are far more commercially released games to use as points-of-comparison. Is that fair? Absolutely. Many homebrews exceed the quality of a lot (if not most) of the commercially released games, even those from major companies. There are standards to strive for. Sure, not everyone can program something like Thrust+ or Lady Bug, but there's no reason not to at least aim at lesser, but still good games. For example, Apollo's Spacechase is very similar in appearance to N.E.R.D.S, but Spacechase is vastly superior in every way - and Spacechase is far from being the best vertical shooter on the 2600. Beyond that is the sheer amount of information and help available to programmers: websites, the [stella] mailing list, even these very forums. I'm not a programmer, but even I know where to look for that stuff. No excuse can be made about there being a lack of help available.

 

I have to seriously question how much play-testing went on with these games. The Last Ninja is solvable in about 5 minutes, and once you solve it, there's nothing left to do. It's a one-shot deal, with no replay value at all. Even a game like Dark Mage, which also has a single solution, has vastly more going for it, because it does take some time to get through it, it's engaging while you're playing it, and it's something completely unique on the 2600. (Besides that, you could buy three copies of Dark Mage and still have three dollars left over, for the cost of The Last Ninja.) In N.E.R.D.S, after about the fourth round, the boss virus no longer comes out, and it just repeats the same enemy formation at the same difficulty level, presumably forever. N.E.R.D.S also has major collision detection issues, and a jumpy screen (presumably a scanline count problem). Was this ever tested on real hardware? Was this ever tested? These seem to have been developed in a vacuum, much like the Ebivision games. Nobody seemed to have heard of them, much less played them, prior to their release. Many homebrews have benefited, to at least some degree, from feedback given by people play-testing their games. I can't help but think that both of these games would have also benefited from a lot more play-testing from a lot more people. That's not to say programmers should (or even could) implement all of the suggestions that come in. But even rejected suggestions can lead to other ideas that can ultimately improve a game. As long as the suggestions are given with respect, with an eye towards improving the game, I would think most programmers would welcome the feedback. Wouldn't it be more desirable to release a good game that people were already interested in, rather than surprise them with a bad one?

 

As I stated before, these are the two worst homebrews I've reviewed, and I hope it remains that way. I'd hate to think this was the start of a trend. I've bashed Merlin's Walls pretty good, but at least that was innovative, and they were trying something really different. Bonus points and my admiration for that, if not for the actual end result. My hope for N.E.R.D.S and The Last Ninja is that nobody runs across them and assumes that they represent the rest of the homebrew scene. What a terrible thing, if the many great homebrews that are out there, are left undiscovered by someone just because they ran across these two games first.

 

So with that, on to the reviews:

 


N.E.R.D.S
1/5

 

It should be noted that N.E.R.D.S was produced by Atari2600.com - not by AtariAge.

 

On the surface, this may resemble Apollo's Spacechase, but it's not. Spacechase is a far better game. In fact, I can't readily think of any 2600 vertical shooter that's not better than N.E.R.D.S.

 

In N.E.R.D.S, you fly a miniaturized ship through a person's blood vessels, shooting viruses. First, they appear in groups of eight, then as a single large "boss" virus. The problem is, the game isn't challenging, isn't really any fun, and doesn't feel like it's even finished. The eight small viruses simply move back and forth - not firing at you - then fly down towards you, moving slightly as they "attack". Their initial left-right formation speed increases as the game goes on, but they're still easy to hit. Their spacing also makes it easy just to hold down the fire button, and pick them off without having to move. It doesn't really matter if you hit them in formation or not though, since their vertical attack speed doesn't really seem to get any faster, and the collision detection in the game is so bad, they'll often fly right through you. The game is just too easy. It's predictable and boring. If there were just something more to it - maybe being penalized for running into the blood vessel walls, or if the formations would just shoot at you once in awhile, or change their attack pattern - maybe this game could have been worth playing. Even the boss virus doesn't offer any real challenge. It does fire at you, but it's a very poor shot, and it never charges at you - it just moves back and forth. Shoot it enough times, and it's back to the formations. After a while, the bosses don't even come out anymore, and your just stuck with the same formation - over and over again.

 

N.E.R.D.S has no options. No difficulty switch settings. You get only one life (although with the aforementioned collision detection, it's more like 20). The graphics are okay but there's only one enemy design, the sound effects are minimal, and the picture jumps whenever the enemies reach the bottom of the screen. It makes me wonder if anyone bothered play-testing this, or checked it on real hardware. There's just not much of anything here. It seems more like a 1k mini-game, and a poorly done one at that. In fact, there are quite a few 1k games that are far better than N.E.R.D.S, including Zirconium on the 2005 MiniGame MulitCart, and Lead 1K - which is included as an extra with the full version of Lead.

 

The reason N.E.R.D.S seems to exist, is its box. It's a very nice box. It's a very expensive box. It even has a seal across the flap with the N.E.R.D.S logo printed on it, so when you break the seal, you'll feel the value of your investment slipping away. It has nice looking artwork, and it's very slickly produced. It will look great on your shelf. If that's what's important to you, maybe forking over $42 for a box is reasonable. Even then, there are misspellings on the box (although technically, you could be attacked by a "rouge" viral agent, I suppose), and the cardboard insert that's supposed to hold the cart in place had folded in on itself, so the cart was flopping around loose in the box. Finally, despite all the money put into the packaging, they couldn't even get all of the old adhesive residue off of the recycled cart shell, which shows up around the edges of the new label.

 

Save your money. Buy something else. You can get a couple of other, better homebrews for the cost of N.E.R.D.S. If you want a game with a similar theme, buy a copy of 20th Century Fox's excellent Fantastic Voyage. That had a really nice box, too. But it came with a real game inside.

 

 

Things to watch for: Hardly having to move the player's ship, the horrible collision detection, periodic screen jumps (whenever the enemies go off the bottom of the screen), and at 8000 points, I get killed, and the game immediately restarts, wiping out my score. After that, I intentionally crashed to see how the game is "supposed" to end.

 


The Last Ninja
1/5

 

It should be noted that The Last Ninja was produced by Atari2600.com - not by AtariAge.

 

As The Last Ninja, you are alone against the Emperor and his minions. You must battle samurai, thugs, and vicious guard dogs as you track down the Emperor in his garden maze, to seek your revenge and put an end to his reign once and for all.

 

In The Last Ninja, you move from room to room, searching for the Emperor and battling bad guys by hurling throwing stars at them. There's also a power-up where you can get super-sized throwing stars, which take down opponents with fewer hits. The sprites are decent, although the samurai looks like a girl with a pony tail, and all of the animation is minimal. Sound is almost nonexistent, except for a handful of uninspired blips and beeps. The samurai has a "special strike", which consists of the sprite flickering back and forth once it gets near you, making it a little harder to hit. There is no score, although a character's health is indicated by a change in their color. A nice touch is that if you linger too long in a room after killing an opponent, their ghost will come after you. The problem is, each room only has one opponent in it, which is hardly a challenge to begin with. The enemies are all easy to avoid or kill, including the Emperor. Just hold down the fire button, and you'll auto-fire throwing stars, and take down anything in your path. Simply moving behind a wall effectively renders most opponents harmless, although there's a bug in the game where if you're up against certain walls, you can't throw your stars.

 

But The Last Ninja's biggest problem, besides being too easy, is that it never changes. The rooms are always in the same place, with the same opponents in the same locations, at the same difficulty level, every time you play. With no score or timer, there's nothing to improve upon when you solve the game. And the game isn't large enough for it to take very long to get through every room. Most players would likely find the Emperor in about five minutes, tops. And after memorizing where he is, you can get to him in about a minute (or less if you don't stop to kill enemies along the way). As it is, this feels more like the first level of a game, than an entire game. There are no additional levels. No other layouts. No difficulty switch settings. No other game options. It plays more like a work-in-progress, than a fully fleshed-out, complete game.

 

As with N.E.R.D.S, The Last Ninja's main selling point would seem to be it's box. While it's a well-constructed box, the artwork looks like it was cobbled together in a couple of minutes with clip art using PowerPoint, or some other equally ill-suited software. If they were going to put that kind of money into making a box for it, couldn't they have held a label contest for it? Certainly, someone could have come up with something better, especially if you're going to charge a whopping $42 for the finished product. The manual also seems hastily put together, with the interior being inexplicably printed at a low resolution, as if it were made from a screenshot. Beyond that, the insert that's supposed to hold the cart in place had folded in on itself, so the cart was flopping around loose in the box. Finally, they couldn't get all of the adhesive residue off of the recycled cart shell, and it shows up around the edges of the new label, as it did on N.E.R.D.S.

 

The Last Ninja might have made an okay mini-game, perhaps as an Easter Egg on some other cartridge. As it is, it's a waste of money. Five minutes, and you're through with it, and those five minutes don't offer any real challenge, or innovative gameplay, or anything worth looking at or listening to. There is absolutely no replay value, and even the box, which might have otherwise appealed to collectors looking to fill up an empty spot on a shelf, has poorly done, amateurish-looking artwork. There are plenty of other, much better homebrew games to get, and they all cost less than The Last Ninja. Even the ones with boxes.

 

 

This is a complete game walkthrough which shows where to find the emperor. If I hadn't stopped to kill anything, it probably would have been about 20 seconds long. The rest of the game isn't much bigger than what's shown here.


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Wow, sounds like you are missing a 0 points option for the games here.

 

From watching the video I cannot explain why the collision detection in NERDS is THAT bad. At least that could have been fixed very easily using the 2600 hardware.

 

And LN really looks like a joke, but not a good one.

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It is a real mystery to me why these games were produced. The motivation behind most 2600 homebrew games is generally to do something new, either at the hardware level, or in terms of gameplay (or both). These games do neither, and are arguably worse than similar titles. If the purpose was simply to make a game, then a simple Flash game would seem to be a better choice. If they had a particular desire to make a 2600 game, then you would expect some interaction with the existing homebrew community. All I can see is that this is some cynical attempt to make money off the homebrew/collector scene, but I can't see this being particularly successful either.

 

Chris

 

P.S. Nice reviews!

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Hm. I watched the videos and...

 

It's kinda sad, to me. Both games look like they could be cool, if. If they had more testing, if they had more time, if someone with more skill had debugged them, if if if. If someone who cared had been programming them.

 

Oh well. Thanks for the fair warning, at least I won't waste $84 (!!) like you did. :)

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It looks like there's the beginnings of a decent Space Dungeon clone in Last Ninja. Or at the very least some random screens and items to give it some depth.

 

The sound effect(s) in NERDS are downright painful.

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All I can see is that this is some cynical attempt to make money off the homebrew/collector scene, but I can't see this being particularly successful either.

 

Chris

 

P.S. Nice reviews!

I think this is what happened. I read somewhere that 100 of each game was made, and I suspect the creators of the game figured that $8400 in revenue was worth the effort. Supposing that cart+box costs $20 each to produce, that's still over $4k. Figure in 10 hours to program each game, a quick EPROM burner and a skilled solderer, it might pencil out. Nobody would get rich but it could still potentially amount to $20/hr, tax-free (since it's extremely unlikely this income will be reported.)

 

But... and this is a big ol' but... this only pencils out when all carts are sold. If you have unsold (nay, unsellable) carts, you'll easily go into the red.

 

EDIT: There were 150 of each produced :)

Did they really think they would sell out at the show?

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Dang, 150!

 

Well, maybe they're taking the long view. :)

 

They'll probably eventually sell them all, or at least enough of them that they'll make a profit. :)

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It's kinda sad, to me. Both games look like they could be cool, if. If they had more testing, if they had more time, if someone with more skill had debugged them, if if if. If someone who cared had been programming them.

 

The games in the videos looked a bit better than I'd expected from the descriptions, but seemed to show a lack of caring on the part of the programmers. Making the shot sound in NERDs decay would have taken about lines of code and would have made it much more pleasant. Oh well. Hopefully games like that won't glut/crash the homebrew market.

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Oh well. Thanks for the fair warning, at least I won't waste $84 (!!) like you did. :)

Two words: store credit (from creating manuals and labels). Even so, it feels like I wasted money on these. Certainly, I value the time I spent doing that work.

 

I went into this suspecting that they were going to be pretty bad, based on what people had said about them in the forums here, and the fact the ROMs wouldn't be released. To me, that's always a major red flag. Still, I tried to be as fair as possible with them, and played them to their fullest (which didn't take long, sadly). I re-wrote the reviews several times to tone down my negativity, and try to make them more objective (you should've read the first draft).

 

What gets me, are the game descriptions at Atari2600.com:

 

Are you ready to take command of a N.E.R.D (Nano Emersion Recovery Device) and pilot through the human body battling viruses along the way? If you penetrate the body's defenses far enough you'll encounter the master virus. Here the player will have to destroy the first virus to start a chain reaction that will kill the Master Virus. N.E.R.D.S features exciting fast-paced action with plenty of challenge for beginners to experts.

Did I somehow miss the whole "plenty of challenge" thing?

 

The Last Ninja is all about the journey. Will you take the easy path or the path less traveled? Challenges await. The Attacking Wolves are easy enough. Sure. But what about that Thug with a club? Dodge, throw your weapon, hurry around the corner and take another. This isn't going to get any easier.

It can't get any easier. The problem is - it isn't going to get any harder.

 

The pre-hype for these games indicated these were first-time 2600 programmers, yet "professional" game developers, and development took months. So I'd guess this was all initiated by Atari2600.com, for the sake of getting some of that sweet, sweet homebrew money, that has made all of you guys so fabulously wealthy. :)

 

Also, the screenshot posted there (which is different from the one on the box) is really deceptive. It shows several enemies attacking at once. This never happens in the game:

 

ninja_screen.gif

 

The final kicker, is that these versions of the games are supposedly different from a more special, more limited version released at the show. But since those aren't available, as far as I'm concerned, they aren't relevant, and these are the games in their final form. But it makes me wonder, if after building the first 150 carts, they realized how bad the games were, and made some fixes to them for the show.

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The games in the videos looked a bit better than I'd expected from the descriptions, but seemed to show a lack of caring on the part of the programmers.

The descriptions are more accurate than the videos, then. After you've played them a few times - you have no reason to ever plug them in again. I hope someone dumps and posts the ROMs - so more people can see how bad these are first-hand, and steer clear of them.

 

I really hope this is the last of this sort of thing that we see. It's sort of like having a modern-day Mythicon in our midst.

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The games in the videos looked a bit better than I'd expected from the descriptions, but seemed to show a lack of caring on the part of the programmers.

The descriptions are more accurate than the videos, then. After you've played them a few times - you have no reason to ever plug them in again.

 

I don't doubt it. But I wasn't implying they were good enough to be worth playing. Merely that the programmers did at least a few things that require some effort:

 

-1- In NERDS, the game recognizes when NUSIZx'ed sprites are destroyed and attempts to make the right ones disappear (unlike some games where all sprites get hit at once).

 

-2- NERDs seems to recognize when the enemy ships are close enough to the player ship to make flicker worthwhile, rather than flickering constantly, though perhaps that's a bB thing.

 

-3- The Last Ninja has enemies that recoil from being hit. Small detail, to be sure, but not all games do that.

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There's no comparison.

 

Even though Toyshop Trouble was kept secret from the public at large, it was hardly a secret to a good-sized chunk of the development community, and was thoroughly play-tested and discussed. The end result is something I think everyone associated with is proud of. I have yet to read any negative reviews of it in the forums, either.

 

Besides, there's a big difference with keeping a holiday "surprise" cart a secret, vs. just keeping a ROM away from people, so they don't have a chance to check out a game first-hand to see how bad it is.

 

Also, I seem to recall you mentioning that Toyshop Trouble will be released at some point, once emulator support is in place (and maybe after another round of holiday sales). Atari2600.com doesn't intend to ever release their ROMs, which is something I just don't get.

 

And Toyshop Trouble didn't cost any $42, either. :)

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Wow... NERDS is just horrible. If Last Ninja were a WIP, I'd actually be interested to see it progress. As it is, it seems like there is a lot of wasted potential. The boxes for both are crap!

 

It saddens me that these profiteers have invaded the homebrew community. It seems a good rule to stick to those titles that can be downloaded and tried beforehand.

 

As Nathan mentioned, Toyshop Trouble is an entirely different case.

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Well, that explains it. This part pretty much says it all:

 

Okay guys first off let me introduce my self, my name is |*BILLY$CLINT*| and I have been contracted to make a game for the Atari 2600 by Atari2600.com. After reviewing all the material that is on-line I am overwhelmed with the sheer amount of data and have no idea where to start.
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Well, that explains it. This part pretty much says it all:

 

Okay guys first off let me introduce my self, my name is |*BILLY$CLINT*| and I have been contracted to make a game for the Atari 2600 by Atari2600.com. After reviewing all the material that is on-line I am overwhelmed with the sheer amount of data and have no idea where to start.

 

I'm surprised they didn't contract someone who could already program the 2600, but there you go ...

 

Chris

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Hmm - is your avatar implying progress on Juno First?

 

I've started thinking about it again, but no real progress yet :)

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I'm surprised they didn't contract someone who could already program the 2600, but there you go ...

 

Odds are if Atari2600.com had dropped by the homebrew forums trying to contract a programmer, we would have sent them to the Non-programmer Peddlers thread by default. :)

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Odds are if Atari2600.com had dropped by the homebrew forums trying to contract a programmer, we would have sent them to the Non-programmer Peddlers thread by default. :)

Maybe.

 

But with some reputation behind the query, they would sure have found someone to help them.

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I'm surprised they didn't contract someone who could already program the 2600, but there you go ...

The economics simply aren't there to pay someone to program a game for a retro console. There's just no way that you're going to be able to sell enough units at a high enough price to pay for the man month(s) of effort required to create a decent game. bB may have lowered the bar significantly for the VCS, but it also adds significant constraints to what may be created.

 

Development will also have to be done in a semi-vaccuum because you can't risk having the game leaked. That will reduce the amount of feedback and assistance you will be able to obtain from the larger community.

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The economics simply aren't there to pay someone to program a game for a retro console. There's just no way that you're going to be able to sell enough units at a high enough price to pay for the man month(s) of effort required to create a decent game. bB may have lowered the bar significantly for the VCS, but it also adds significant constraints to what may be created.

 

Development will also have to be done in a semi-vaccuum because you can't risk having the game leaked. That will reduce the amount of feedback and assistance you will be able to obtain from the larger community.

You don't necessarily have to develop in a vaccuum, it just depends on the desires of the publisher, I would think. And fairly successful games have been developed in a semi-vaccuum. The Ebivision games, Simon Quernhorst's (sp?) games, the holiday-themed games. I would agree that they aren't, for the most part, as good as the publicly developed games, but they hold their own.

 

The main problem is the money; you get what you pay for and, like you said, you just can't pay enough, based on the expected profit, for the time it takes for a quality game. Look at these games, look at the FB2 games.

 

And also - I've seen different folks in the homebrew forum trying to recruit paid developers, the best offers have been around $1000.

 

But if you write a good game and sell it through AA you'll probably make something like $500-$1000 anyway, albeit over several years' worth of sales. And that's for a project that you wanted to do. Which probably the main reason why no experienced 2600 coders, to my knowledge, have bit at the various $ offers that have floated up from time to time.

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Now this whole thing's got me even more curious. How much did Atari2600.com contract these games out for? Did they specify what the games were supposed to be, or did they leave it up to the programmers to give them whatever they could come up with? Who determined when the games were "finished"?

 

To me, it would have made more sense to look through the homebrew forums here, find a couple of promising WIP projects, then pay the programmers for the exclusive rights to release them through Atari2600.com. (Although I'm still not sure anybody would have gone for that or not. But maybe... :) )

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I went to the CGE2007

and with a friend bought the limited editions of Last Ninja and N.E.R.D.S.

in Last Ninja, you have a different weapon

and in N.E.R.D.S

well ...I havent any difference

since then I sold them both

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Hey... all of you collector types out there! You can spend even more money and still buy the even-more SPECIAL EDITION of N.E.R.D.S!

 

You know the one - the one that was individually numbered and available exclusively at CGExpo 2007, and that you've been kicking yourself over for not having picked it up when you had the chance?

 

Well perk up! Life begins anew, because Atari2600.com is still selling them for only $69.95!

 

Do you have any idea how cheap that is?? I sure don't!! (Mainly because I think it's kind-of-pricey.) But hey... it's a SPECIAL EDITION!!

 

Hurry before they're all gone or you'll miss out on the opportunity of a lifetime and be shunned and ridiculed (although not necessarily in that order) by all of the other collectors who are better than you because they got one and you didn't!! You don't want that to happen, do you? Man up already, and buy it!! Buy it now!!! Wuss!!

 

You sicken me with your non-buying-it-ness. Why haven't you bought it yet?? I can't even bear to look at you anymore.

 

You... "hobbyist" collector. You ain't hardcore. You ain't bad... you ain't nothin'! You ain't NOTHIN'!!

 

Go on already! The game box promises: "Now with faster game play and enhanced effects"! So how bad can it be??

 

Sheesh.

 

Wimp.

 

Like you need that money for food or something.

 

 

 

 

 

(Now that's how you sell homebrews.)

;)

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