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  1. maybe juuuust maybe, there will be a new disk episode of Dimo's Quest. So this will be the third kingdom of the five cartridge kingdoms... Dimo's underworld (early preview)
  2. I am pleased to announce that, after laying dormant in a scrap book for more than three decades, the original idea for my third game in the Digger Dan Trilogy -- Return of the Fungi -- has been dusted off, developed, and has now been released as an Atari 800 48K binary (.xex). You can download the game as part of a Bundle that includes all three games (Diamonds, and Dan Strikes Back being the other two), in addition to full documentation for all three games that you can load into your web browser. The bundle is being hosted by RetroUnite here: After 35 years, Return of the Fungi finally completes the Digger Dan trilogy
  3. Time to publish some details about my entry in this year "Abbuc Software contest 2021." Logic/arcade game inspired by an old arcade game called "Block Hole" ("Quarth" in Japan). Game was later ported to some consoles like Nes, Gameboy and unofficial releases exist for MSX and Colorcomputer. Since the first time I've played this in local arcade back in 90s I was puzzled by "find the largest rectangle algorithm". So when I got back into coding on Atari in early 2000s I thought A8 deserves a version of its own Years passed as I've coded initial block drawing routine, procedural generated levels, and tested couple approaches to make this recognition routine working. Let's just say they all failed So this year when time came to choose something to code for Abbuc compo, I knew there wasn't going to be lot of time during summer, so said to myself - it's now or never I'm proud to present this labour of love and many sleepless nights as I tried to make this work... Algorithm started working only maybe a week before deadline, so rest of time was spent making it look pretty, adding proper game maps and adding sound fx and adjusting it all to make it have that arcade feel, make player want more, and make dying fair, so you always get back for more. I've also tried adding music couple hours before deadline, but that didn't work as I planned so expect proper title tune to be added after compo is over and I can release updated version. Hope you like it. ps .I'll release source code after compo is done of course pps. If you find any bugs while playing the game, please let me know so it can be fixed in updated versions. Big thanks to the entire Atari community ! Cheers! Vladimir
  4. When things were so quiet here's what I've been doing: PoP _new PF2&PF3 _yellow&brown hair ring.xex Just some little pixels had to be changed though is original Spark's picture. Is it monochrome? Don't think it is. No need for any credit as is his picture but would be great if used. So can it be used? Thanks. 👍
  5. Well, Gravitic Mines is basically... done! ;; Started 25/02/2019 It's been quite a ride! So what now? We're currently building a demo ROM with three training missions and the first two missions of the Pilot campaign. Once complete, this will be available to download freely and play on Skunkboards and Gamedrives. This may take a while, so please have a bit of patience - we want to make sure everything is OK before releasing the demo, and sometimes removing stuff is more difficult than adding it! What you will get in the demo: Training 101 - Welcome to Pilot Training Training 102 - Orbital Shields Training 103 - Know Thy Enemy! Pilot 1.1 - Information Gathering Pilot 1.2 - On a Mission of Mercy Jagpad / Pro / Rotary control options The demo will run on Skunkboards and Jaguar GD drives. We have yet to make a decision regarding VirtualJaguar/Phoenix. This is partly out of prevention of 'bootlegger carts on ebay' and partly because current emulation does not reflect the final quality of the game. Things removed from the demo: The remaining missions (5 training, 14 "Pilot" campaign and 16 "Ace" campaign missions - 35 additional missions in the full game) The boss encounters (8 Boss Encounters in the full game) QR Codes (The full game includes online scoreboards and achievement unlocks!) Pilot profiles (Full game will allow three pilot profiles to be created on cart) Jukebox (A tad under 40 minutes of music included in the full game) Scoreboards and anything EEPROM related BJL Loader Jagtopia CD Bypass We look forward to sharing this with you and hope you will enjoy it enough to order the full game when it becomes available via the AtariAge store. Both Ander and myself would like to thank you all for your ongoing interest and supportive comments during the development of this title. PUSH THE BUTTON!
  6. So honored and proud to announce that last night we won the 2021 Octane High Tech Award for Best Consumer Technology Innovation!! John Alvarado & Phil Adam were there to accept the award. Very cool! Winning.MOV Category highlight video:
  7. 2011-2021. Several others have been around much longer. Thanks to everyone for pioneering the Intellivision homebrew scene and keeping our favorite system going. Thanks to Left Turn, Intelligentvision, Elektronite, and anyone else involved for getting the scene going strong. Originally it was Intv Revolution in 2011/12, but that website is long gone, dont think its on the Wayback machine. Look forward to sharing a newly redesigned look for the future, while hinting to the past. Thanks to all.
  8. I had a fun time in Irvine. With my wife and kids (2, 7, & 9), I was mostly focused on how they viewed the Amico rather than myself. I was already sold on it so I was mostly curious about their reactions. We all played Shark Shark, Emoji Charades, Astrosmash, and Rigid Force Redux Enhanced. I personally had fun with all the games, but Emoji Charades was my least favorite. Ironically, Emoji Charades was everyone elses absolute favorite. It's well done, just not my style of game. It plays just like real Charades or Pictionary, except that you try to spell out the word by sending emojis to the TV using your cell phone. There are a good amount of categories to choose from including kids specific categories. My son LOVED when he got the word "fart." He kept sending poop and wind emojis until my wife guessed it and everyone was laughing. If you enjoy real Charades or Pictionary, you'll definitely enjoy this game. My favorite was Rigid Force Redux Enhanced. I played a little bit with Wolfy62, but played a lot longer with my son after he left. Usually when I play similar games with my son, he runs out of lives so quickly that I end up just playing all by myself and he gets bored. This didn't happen here because player two can't die. We could actually progress through the game and even make little strategies to beat the bosses by letting his ship take the bigger risks while protecting my ship further back to not lose lives. I'm definitely buying that game as a solid co-op experience with one skilled and one less skilled player. My second favorite was Shark Shark. I was helping my 2 year old play and the rest of my family were players 2-4. Because players can eat each other, it created some interesting dynamics. The girls all agreed to try not to eat each other while my son made it his goal to only eat the other human players. If a player dies, they turn into a skeleton fish and can keep swimming and bumping into things, but can't eat until they come back to life after a little while. Once they run out of extra lives, they stay a skeleton until another player beats the level by eating enough fish. Astrosmash played similar to the original game, but with co-op, power-ups, and a more modern gameplay feel. My son also had fun playing this. His favorite feature was that he could smash rocks by warping through them. He was literally jumping up and down each time he did it. I played this the least amount of time because my other kids wanted to play in the Boomers arcade. We were going back and forth between the arcade and the Amico event the whole time because that's what the kids wanted to do. I thought that the controller felt very strong and sturdy, but lighter weight than I expected. I purposely did not closely examine it at first and just picked it up and played to see if it was natural. The feel in my hands was completely natural and the two shoulder buttons felt fine. I was also surprised that the touchscreen worked fine as a single button. I was worried that I would not like a touchscreen as a button, but there was no problem here. On Rigid Force, it was the fire button. On Astrosmash, I would slide it to make my ship warp slide. I don't know if I could have just tapped the screen because I just naturally would swipe every time. The ship would warp in the direction the ship was traveling in. I wish that it would warp in the direction I swiped instead because I often wanted to change directions with a warp, but once I figured it out, it worked fine. I did not try to use the touchscreen on Shark Shark during gameplay. The screen showed the score during gameplay and let you choose your fish before gameplay. The disc took me about a minute to get used to. My mind kept switching my muscle memory from d-pad mode to thumbstick mode to original Intellivision disc mode. After about 60 seconds, I stopped trying to analyze it and just played the game. Once I stopped thinking about it, it became natural and my character on the screen simply did what I wanted it to do. It works just as well as both a D-pad and a thumbstick for the 2D games I played. On Shark Shark, I would also spin my thumb around the outside of the disc to swim in an arc which was fun. Tommy gave me an extra disc to take home as a souvenir. After looking at it, it really looks like a thumbstick with a very large diameter head and a very short shaft (please no jokes about my description lol). Add a fidget spinner to the face of that head and you have an Amico disc. You can really use it exactly like a thumbstick while you play. You can also use it just like a D-pad because it is large enough to do so. The spinning part is not an input itself, but it helps your thumb keep track of where it is just like the + shape helps on a D-pad. If you spin your thumb on the outside and push down pressure, it's similar to spinning a large diameter low profile thumbstick, but with a slightly different feel. It works well and I was very happy with it. My wife and kids put no thought into the controller because it works well enough to not have to think. Tommy also showed a few of us the physical media and what's inside the box. He also asked us not to spoil the surprise by telling exactly what's inside. I will say that original Intellivision fans will love it. Those who have not seen or heard of the original Intellivision will still be happy, but won't have the same intense nostalgia that I had when he opened the box. So many people argue about what is a digital and what is a physical game. I feel the Amico physical product is a mixture between the two. As a parent, I typically prefer digital games that my kids can't lose or break. As a collector, I like physical games that I can buy, sell, and trade later on with other collectors. Meeting other collectors in person is part of the fun of it for me. The Amico physical games accomplish both my parenting and collecting desires by being something between the two things and both at the same time. I will likely buy the physical version sometimes and the digital version other times depending on how much I am excited for each game. Some will see what the products are and not care to much about them and others will absolutely love them. I am happy to have the choice available to please those individuals who will love them. This is a very long post. If you have any specific questions please ask. I'm not in the video game industry at all and hopefully can provide the point of view from a regular family guy with a blue-collar job. The Amico is legitimately fun to play with my young kids. The last co-op game I had this much fun playing with my son was Blaster Master Zero on the Switch. The Amico will be that level of high quality in both gameplay and graphics, with perhaps even a higher level of innovation. It has the potential to be an Indy game mecca.
  9. You may be aware from updates to the Intellivision development history that I’ve been in contact with Joe Jacobs and Dennis Clark for a while. They have provided some background to the creation of their PlayCable development system and the subsequent work on Bump ‘N’ Jump. This posting details the story from Joe and Dennis’ perspective and I’d like to thank them for helping me to put it together, and allowing it to be shared. Joe Jacobs & Dennis Clark Circa 1980 Joe Jacobs and Dennis Clark are engineers who worked for Jerrold, the cable television division of General Instrument and manufacturers of PlayCable. Dennis joined Jerrold in the summer of 1978 working in Hatboro PA. Back then, in the early days of PlayCable development, Jerrold anticipated that, like Mattel, it would write games for the Intellivision to be distributed over PlayCable. In part, Dennis was recruited to go into arcades and scout for titles suitable for conversion. As it turned out Jerrold never wrote a game for the PlayCable, and Dennis did not make it to an arcade on company time. Instead, he worked in the Software Department writing firmware for cable boxes and PDP-11 software for Jerrold’s cable head-end infrastructure. Development of the PlayCable hardware was well advanced by the first half of 1979, and over the summer Dennis worked to develop the firmware for the PlayCable adapter. He was also responsible for the music tracker used by the PlayCable menu program, and he arranged the version of The Entertainer that can be heard playing on the splash screen of the menu. In early 1981 Joe Jacobs left Siemens, where he worked on automated test equipment. He was hired by Jerrold to work in their Head-End Division as a Project Engineer to develop hardware and software associated with the distribution of cable services. This equipment was used by cable companies to distribute and control their subscribers' access to channels. The systems that Joe worked on communicated with the converter boxes installed in customers’ homes that Dennis helped to develop. Whereas Dennis is primarily a software specialist, Joe is more of a hybrid engineer, his focus is on hardware development, but he also writes software. Although Joe and Dennis looked after different aspects of Jerrold’s products, they worked in close proximity to each other, and became good friends. Dennis recalls how Joe nicknamed him “Grumpy” because he always had a determined look on his face. Joe explained that “In the early 1980's, Jerrold was still a small to mid-sized company and most of Jerrold's engineering was in one building”. Dennis says that, under the management of Charles Dages, Jerrold’s engineering department was very supportive of engineers’ creativity and fostered collaboration. It should be noted that when Mattel partnered with Jerrold to develop the PlayCable the two companies had a symbiotic relationship. Jerrold brought hardware knowledge specific to the cable industry and Mattel supplied access to the secret sauce for the Intellivision. This included the APh assembler and linker, and details of the EXEC and how to use it. Joe describes a “HUGE listing called the Mattel 'EXEC'. This listing was an assembler list file generated when Mattel compiled the library routines that went into each and every Mattel Intellivision main unit. It was dot-matrix printed, on that wide paper with the holes at each end and was about two-inches thick. It described each and every routine available to the game developer, calling conventions, parameter passing, object creation and interaction, etc”. Dennis noted that the interrupt driven model of the Mattel EXEC was unusual for the time and something he thinks was very innovative. Although General Instrument could provide Jerrold with information about the Gimini chipset on which the Intellivision is built, it needed these Master Component specific resources to write software for PlayCable. Remember that Jerrold had to write the firmware ROM in the PlayCable adapter, the menu program used by customers to select games, and potentially original Intellivision titles. Therefore, Jerrold, like APh, was one of a small number of trusted partners, and Jerrold engineers like Joe and Dennis had an inside track on writing software for the Master Component. Interestingly, Dennis recalls that during the development of the PlayCable he visited APh in Pasadena to learn more about the Intellivision, a trip that led to him meeting Glen Hightower and the Intellivision developers. It seems that at some point in late 1979, one of Dennis’ colleagues, possibly Joe Rocci, realised that the head-end infrastructure could be used to create backups of Intellivision games that could be played at home. PlayCable games were transmitted from dedicated microprocessor controlled cards, housed in a PDP-11 minicomputer. These same cards were also used by cable company head-end systems to communicate with consumers' cable boxes. A side effect of the encoding scheme used to transmit PlayCable titles was that the game data could be recorded directly off the transmission cards onto a regular audio cassette. The image below shows one such a DCX11A (Dual-Channel Xmitter) card connected to an audio adapter that was used to record Intellivision games. DCX-11A DataChannel Transmission Card with Audio Adapter Jerrold engineers could load games into the transmission card, connect the digital output to a tape machine using the adapter box and record the resulting stream. At home, they could then connect a regular audio cassette tape machine to a hacked PlayCable adapter and play the recorded game directly into the PlayCable’s memory. To make this work required some changes to the PlayCable adapter firmware, and for the digital board within the adapter to be connected to an audio input, rather than the normal cable receiver. These hacked PlayCable adapters were based on the earlier, limited-production Jerrold model which, unlike the later PlayCable branded units, had their digital sub-system implemented using standard off-the-shelf components. This made them much more hackable by exposing their inner secrets to those in the know, or with access to oscilloscopes and datasheets (see Sections 8.1 and 8.2 of the PlayCable Technical Summary for more information). Jerrold’s engineers christened these audio backups “PlayTape”. This innovation gave unrestricted access to the entire Intellivision PlayCable games library and was shared amongst some of the members of the engineering department. As Joe says, “all of us engineers had a modified PlayCable setup so we could play Intellivision at home. Remember, at the time, Intellivision was the ‘cat's meow’ of video games, handily beating the Atari 2600; Colecovision had not yet come on the scene”. Dennis believes that the management of Jerrold’s engineering department were probably aware of what their engineers were up to, but turned a blind eye, not seeing any harm in it. Title Screens for the Standard PlayCable (left) and Joe's PlayTape (right) On joining Jerrold in 1981, Joe quickly discovered what was going on and got involved, contributing to the modified firmware that ran on the PlayTape adapters. Before joining Jerrold, Joe had put together a small PDP-11/03 “Frankenstein” system of his own at home. This was compatible with the computers that were used to develop Jerrold’s cable head-end software and write Intellivision games. Through the summer of 1981 Dennis continued to tinker with Intellivision development, stripping sounds from Mattel games and building a sound board application to play them back. Joe’s interest in video games led him to start reverse-engineering the Arcadia Supercharger following its release for the Atari 2600. He figured out a way to read some of his Atari game cartridges and transfer them to the Supercharger replicating the “game-backups-on-tape” principle behind PlayTape. Catalogue of PlayTape Titles Through the fall of 1981 the library of PlayTape games was extended as new titles were released for the Intellivision, the pair also wrote diagnostic programs, and started to investigate the inner workings of the Intellivision’s EXEC. Joe realised that it would be possible to use a specially-modified PlayCable adapter, along with his Frankenstein PDP-11, and the tools he had access to at Jerrold, to develop rudimentary Intellivision games. Inspired, Joe suggested to Dennis that they "try and write a game for the Intellivision". Dennis was up for the challenge and explained the methods Jerrold used for Intellivision development. Joe recalls that the process was pretty simplistic. “It wasn't a whole lot, in my mind, it was basically EPROM burn and crash and burn and crash and... development". By this point Dennis also had a PDP-11 at home, put together from spare Jerrold equipment. Building such home systems was supported by Jerrold, as it allowed engineers to continue to work on company projects in their own time. In the meantime, Joe had started to think about how to improve the development tools, “I was, and still am, an in-circuit emulator kind of guy and prefer to do my software debugging in that environment if possible”. According to Dennis, testing was done using “something like ROM simulators to load the code from the LSI-11 to a modified Playcable type adapter”. This allowed test code to be uploaded from their development machines directly to the PlayCable, bypassing the need to use a broadcast card and audio cassettes. Joe says that “the whole concept was loosely modelled on the then-popular Motorola ExORciser development environment”. In the spring of 1982 Dennis and Joe concluded that they needed a demonstration to showcase their maturing Intellivision development capabilities and grab the attention of Mattel. They tossed some ideas back and forth and settled on writing Clone-Man, a homage to PAC-MAN. At the time PAC-MAN had just been released on the Atari 2600 and was at the forefront of public consciousness. Unfortunately, this next step in the journey coincided with Dennis suffering a back injury. Despite this, Joe and Dennis pressed ahead with Clone-man over the next two or three months whilst Dennis was off work recovering from his back injury. This led to Clone-Man initially being credited to “Bedside Productions”. Within the team, Dennis’ focus was on core software, with Joe sorting out the hardware necessary for their development systems and providing some additional utilities. Dennis says that he saw porting PAC-MAN as “just a challenge to see how to copy an arcade video game onto Intellivision”. Clone-Man - a Glimpse of Dennis and Joe’s homage to PAC-MAN The resulting “Demonstration Program” was a pretty comprehensive recreation of the game, with a landscape version of the original maze, power pellets, bonus fruit, and sound effects. However, the algorithms that drive the movement of Blinky, Pinky, Inky and Clyde were not replicated and there are no intermissions. Overall, the game is clearly superior to the Atari 2600 version, but is not as polished as the Atarisoft version for the Intellivision, for example the sound effects are not replicated as accurately. As Joe says, Clone-Man “came out pretty good. Not good enough for commercial appeal, but good enough”. Dennis’ opinion is that “it would have been hard to tell it from Pac Man”, which is probably stretching things. However, with its more accurate maze, it clearly attempts to be more faithful to the arcade original than either the Atari 2600 or official Intellivision ports. Throughout this period, Joe and Dennis continued to enhance their PlayCable test systems. The modified adapters were linked to their PDP-11 computers using an RS-232 serial connection, and ran enhanced firmware containing a debugger called CYBER. The pictures below show the results of Joe and Dennis’ alterations (see Section 8.3 of the PlayCable Technical Summary for more details). Joe and Dennis’ Development Kit PlayCable Receiver Board Joe and Dennis’ Development Kit PlayCable Digital Board In addition to modifying the PlayCable adapters to support RS-232 communication, Joe added what he calls a “vector” board to their development Intellivision Master Components. These enabled breakpoint and single stepping features to be added to the CYBER debugger being developed by Dennis. A video showing CYBER being used to debug an Intellivision program can be seen here: The modifications made to the PlayCables were pretty extensive, and together with Dennis’ CYBER debugger, they led to the early MAGUS-like ROM emulator turning into a system that had similar features to Mattel’s Blue Whale test harness. This can be seen in the following list of CYBER commands: CYBER Debugger Command Crib Sheet Once Clone-Man was complete, Joe says he “did some checking with Jerrold management about our intentions of writing something for Mattel; they didn't have a problem so I went for it”. He used a Betamax video camcorder to record Clone-Man running on the Intellivision and sent the tape to Don Daglow at Mattel. At this point Joe says that “evidently, the crap hit the fan at Mattel”. Joe doesn’t really remember any fallout at Jerrold over Clone-Man, but the Mattel people were clearly “spinning in their seats”. Given Mattel’s paranoia over industrial secrecy, this was perhaps inevitable. Many phone conferences ensued over the next couple of months as Joe negotiated a deal with Mattel to write a game. This led to an agreement in December of 1982 that Technology Associates, the fledgling computer consulting company founded by Joe in 1981, would write a port of Bump N Jump for the Intellivision under contract to Mattel. Effectively, Technology Associates became a second-party developer for Intellivision, like APh. As might be expected, Mattel seems to have been concerned that Joe and Dennis could take their skills and knowledge to a competitor. However, Joe and Dennis are clear that this was never an option for them and, despite what is reported elsewhere, they did not threaten to do so. In fact, Jerrold was aware that Joe and Dennis had approached Mattel, and seems to have been supportive of their entrepreneurial streak, as they both continued in their day jobs. The reasons for Jerrold’s lack of concern over their game-writing endeavours are unclear, although Joe explains it like this, “We did not work on BNJ during our work hours at Jerrold for obvious reasons. Jerrold was aware of the situation and left us to it. At the time, we were pretty valuable employees... Besides, there was absolutely no negative karma, letting us do our own thing at the time. A benefit of working for a smaller company”. Regardless, like Clone-Man before, the Bump N Jump project was to be an extra-curricular activity for Joe and Dennis that occupied their evenings and weekends. What would have happened if a deal had not been struck? According to Joe and Dennis, they would have continued working for Jerrold at their regular day-jobs, and would have explored the Intellivision on their own time just for fun. Having landed the contract to write Bump N Jump, and with the dust settling, Technology Associates purchased two new PDP-11 systems from Sigma Information Systems, complete with 8” floppy disks and enormous 20MB hard drives. These machines would be used to do the bulk of the subsequent Bump N Jump development. Up to this point, Joe and Dennis only had a single PlayCable development system to test Clone-Man. Joe took the opportunity to rectify this by building a second test harness to use while creating Bump N Jump, and the pair set to it. In all, development of Bump N Jump took around six months of intensive work in the evenings and weekends. Joe suggests that “Dennis was, no question, the brains behind the code. While he worked on game play such as object generation, object interaction, scoring, etc. I was responsible for the entire background”. Dennis agrees, explaining that “Joe did the background and track work”, effectively being responsible for the accurate reproduction of the levels. To help with development, Mattel shipped an arcade version of Burnin’ Rubber (the international variant of Bump ‘N’ Jump) to Dennis' house. Once installed in the basement, Dennis' girlfriend's son played the game for hours and became an expert at it. Joe used his camcorder to record the teenager’s games for use in development. By watching the recordings back, over and over, ad nauseum, Joe was able to transcribe the levels of the arcade game using a level designer written by Dennis. Joe says, “The background of Bump ‘N’ Jump is basically a gigantic table of ‘cards’, with the presentation of those cards handled by Dennis’ level designer code”. As a consequence, the Intellivision port has a faithful reproduction of the playfield of the arcade version, including the track layout, bridges and other obstacles. Meanwhile, in addition to the core game mechanic, Dennis wrote more tools, including a music generator and an animation designer to support development. As Bump N Jump took shape it became clear that the 8K of RAM within their PlayCables was not going to be enough to hold the full game. Sadly, the limits of their homebrew development kit had been exceeded. So, Joe “contacted Mattel to ask what was available to get past the 8K limit, and their answer was a board called the 16K Megas board". Mattel sent a couple of Megas (aka MAGUS) test harnesses for end-to-end play testing and Joe sorted out the hardware necessary to interface them to their PDP-11s. This he did by customising a Heathkit parallel interface board. Joe explains that during use “you had to tell the Megas board to 'freeze' the CPU from accessing the Megas ram, load the RAM, un-freeze the CPU and then tell the CPU where to start executing. Basically, it was a RAM-based burn and crash idea, but instead of burning an eprom or rom, you 'burned' the Megas RAM and it was pretty quick. A lot quicker than burning chips. The Megas wasn't really for troubleshooting/debugging but more an end-to-end play/test of the game you were working on”. As was mentioned by Keith Robinson at Classic Game Fest in 2016, David Warhol acted as the liaison between Mattel and Technology Associates. Unfortunately, the relationship between the two organisations was not easy, as Joe observed, “I think the Mattel developers were definitely leery of us and certainly didn't voluntarily share anything on their own. If we had a particular question [that] needed answering they did answer but only the exact answer, nothing more, nothing less. We were still 'outsiders'”. Mattel’s attempts to limit the flow of information to Technology Associates can be seen as part of their ongoing attempts to hold their cards close and prevent third parties developing games for the Intellivision. Joe and Dennis finished the core game of Bump N Jump at the end of May 1983 and shipped the source code containing two levels to Mattel HQ in Hawthorne. Once there, it entered the Intellivision QA process. A BSR review meeting in the first week of June highlighted that game play tuning was required. The most significant points raised were that the game required a greater sense of speed, with the enemy cars needing to be easier to bump and kill, but also requiring more personality and aggression to increase the intensity of the game. A number of developers requested the inclusion of an engine sound, to provide auditory feedback of the player’s speed. It was at this point that Mattel decided a change to the title screen was also required. The original received mixed reviews, with some confusion about whether it depicted a road or a mountain. Regardless, it was felt to be too similar to the introduction of Buzz Bombers and needed an update. The final animated titles were developed by Daisy Nguyen and seem to have been added sometime in early July. As always, there were also some bugs found that were subsequently fixed. Although Joe and Dennis don’t recall Mattel requesting much work after the code was shipped, a message from David Warhol suggests that the updates were split between Mattel and Technology Associates, with Mattel looking after graphical tweaks and Daisy’s title screen, while Joe and Dennis focused on game play tuning. It’s clear that not all Mattel’s suggestions were included, for example, music wasn’t added to Daisy’s title screen, and the requested engine sound isn’t present in the released version. The final game with its full set of levels was accepted for production by Dale Lynn and Traci Glauser on August 1st 1983 as can be seen in the QA report below. Mattel Bump N Jump QA Record At around this time it normally took Mattel about three months to get from acceptance of the final code to a game hitting the stores. Roughly two months of this time was ROM production, with the last month typically being consumed with finalising printed materials, packaging the game and distribution. The advert below for Bump N Jump was run in the October and November issues of games magazines across the US, and according to The Video Game Update, the title was one of the last games Mattel released when it hit store shelves in November 1983. Bump N Jump Print Advertisement Joe and Dennis are rightly proud of Bump N Jump and they feel that the title really pushed the capabilities of the hardware. The game play is very similar to the arcade, with the original levels and background music both faithfully reproduced. Unfortunately, interest in the Intellivision dwindled rapidly with the closure of Mattel Electronics at the start of 1984, and there seems to be very little about Bump N Jump in the press after its release. The Video Game Update did review Bump N Jump in their January 1984 issue, giving the title two and a half out of four stars for both graphics and gameplay, rating it as fair to good, but questioning the game’s depth, and therefore not recommending it. Video Game Update Bump N Jump Review However, history has been rather kinder to Bump N Jump, the title is now consistently rated amongst the Intellivision’s best games. This includes the current generation of Intellivision gamers placing it in the top 10 Intellivision titles in 2014, and the top 15 games in 2019. Reviewers such as The Intellivision Library, Intv Funhouse and Video Game Critic all rate the game highly, noting the quality of both graphics and sound, and the accuracy of the conversion. Overwhelmingly, the prevailing wisdom is that Bump N Jump deserves a place in your Intellivision collection. In late June 1983 Mattel Electronics announced the first round of redundancies that would mark the start of a death spiral for the division. Unsurprisingly given the timing of the completion of Bump N Jump development, Joe and Dennis didn’t receive offers of additional Intellivision work. With hindsight, the decision to continue to work for Jerrold whilst developing Bump N Jump on their own-time can be seen as an excellent one! Later, at the end of September David Warhol wrote to Joe and Dennis explaining the situation, and expressing the hope that more projects might be on the horizon with Mattel’s new focus on software; unfortunately, this future never materialised. Although they were initially unaware of the turmoil at Mattel, it was clear to both Joe and Dennis that they would always be considered outsiders at Hawthorne. In addition, Dennis explained that he enjoyed his work at Jerrold, and whilst writing Bump N Jump was profitable as a side-line, the money they made writing it wasn’t good enough to tempt the pair into giving up their day jobs. They also decided against pursuing opportunities with other games companies. Instead, they continued working for Jerrold and went back to just hacking for fun. Having grown tired of his lengthy commute to Hatboro, Joe left Jerrold in 1984 for a new role working for Omnidata (later Singer-Link Simulation) on power plant simulators, used to train control room engineers. However, Dennis continued with Jerrold, rising through the ranks to become Director of Project Management before retiring in the mid 2000s. So there we go, the story of the development of Bump N Jump and the mythical PlayCable development system from the perspective of Joe and Dennis. Incredibly, their whole Intellivision adventure lasted less than 30 months. It would be great to get the recollections of Mattel people like Don Daglow and David Warhol, and the management at Jerrold to complete the picture. Hopefully one day. One last thing before I go… A little birdy tells me that there is an Easter egg buried in Bump ‘N’ Jump that has gone undiscovered since the game’s release. Can the players and developers of the Intellivision Brotherhood find it? The challenge has been issued, just for kicks. Once again, thanks to Joe and Dennis for giving their permission to share their story and for their help in putting it together.
  10. SPACE ASSAILANTS 2121 Anschuetz/Weisgerber/Anschuetz Atari 8-bit Version: Space Assailants 2121.XEX Atari 5200 Version: Space Assailants 2121.ROM Space Assailants 2121 is another new Atari 8-bit and 5200 game release by the team of Anschuetz/Weisgerber/Anschuetz. This is the 8th game we have released this year, following Sokoban 2021, Night Rescue 1941, Overflow 2021, Kooky Diver 2021, Alien Assault 2121, Piracy 1621, and Piracy 1981. All of these games are assembly language updates to games that we wrote in BASIC in the 1980's. By the end of the year, we plan on finishing 14 games. Instructions aren't really necessary for this game. Everybody knows how to play Space Invaders. The only real difference is that you must avoid all of the scrolling stars instead of dodging missiles shot by aliens. Also, there are no shields to protect you. Space Assailants 2121 makes use of the same exact Antic 4 character set bitmaps that we originally came up with in the 1980’s. Each space assailant is 2 characters wide. The original BASIC Space Assailants game (available on Atarimania.com) was not only fun to play, but it was also a technical demonstration of using BASIC to control two separate display lists flipping back and forth. The original BASIC game used Antic character mode 4 for the space assailant characters, and used BASIC graphics mode 4 for the scrolling stars. The two displays alternated each frame, so there was a flickering effect like the Atari 2600 Pac-Man ghosts, but it demonstrated that you could display two completely different graphics modes simultaneously. We submitted the game for publication to Compute!, Antic, and A.N.A.L.O.G. magazines, but none of them accepted the game, citing the flickering display and "too many Space Invaders clones" as reasons. I have attached the letters below. For the Space Assailants 2121 Assembly update, instead of using BASIC graphics mode 4, a single player is used for the entire star effect. The horizontal player position of the star changes every row of Antic mode 4, while the vertical movement scrolls through the player bitmap. So the overall effect shows about 20 stars on the screen smoothly scrolling down toward the player. A few changes to the original game were made to improve the gameplay. The placement of the rows in pairs of invaders was made to make it more like the original Space Invaders. Also, in the BASIC version, the game started with only one row of invaders, and each level added another row. In the Assembly version, the game starts with a full set of invaders. A moving UFO was also added to the top of the screen that appears three times per level going in different directions, just like the original space invaders. A row of mountains was added at the bottom of the screen, so the ship moves on terra firma instead of floating in space. We hope you enjoy the game. Let us know in the comments! Robert Anschuetz Eric Anschuetz John Weisgerber
  11. This is an Intellivision Master Component with no Mattel logo and customized for Jiao Tong University, one of the oldest universities in China. There is no further information about the console (if it is a Mattel authorized model) and it may have served as support material for the studies, I guess. Seikai, thank you very much for the pictures!
  12. I appreciate your honest opinion. Here is something to take into consideration. Smoked by people who hate the idea of Amico or don't understand what it is and say they will never buy it and it will fail? Folks who say we shouldn't exist because the Switch already does? Folks who make daily creepy stalker videos and harass anyone who has played Amico and likes it? People who say our motion controls don't work and they have lag even though literally EVERY person who has ever played it says the exact opposite? Folks who say we've never shown a working controller even though there are multiple videos on our YouTube page for over a year and half? You mean by the people who aren't our target audience and who I said wasn't our main audience from the beginning? I would kindly suggest to try joining some of the Amico or Intellivision Facebook groups. There are a lot of people there (and who aren't anonymous) who are understanding of the situation and definitely have respectful discussions and personal critiques. Also make sure to check out the overwhelmingly positive comments on any of our YouTube videos as well as the Like to Dislike ratios. That's real life... not multiple phony burner accounts. Don't let the negative vocal few who are only looking for drama clicks and attention dictate what you think the majority actually feels or how it will eventually affect sales. Remember, the Nintendo Wii and the Nintendo Switch went through the same kind of social media and gaming press negativity... but on a much bigger scale. The majority of people will decide if they want one once it's out and people who have it are talking positively about it. All this speculation, misinformation and conspiracy theory nonsense will cease to exist once everyone can hold one in their hand and play it. Marketing to the masses and our target audience is way more important to us than to cater to groups of people who are only going to ignore facts to continue the negative drama. The fact that hundreds of people have played Amico and said there is ZERO lag... yet certain "social media" folks completely ignore that because it doesn't fit their false narrative is all the proof anyone needs to recognize that our goal isn't to please people who dislike us. Our goal is to do a successful launch to the masses who quite frankly aren't on Twitter, Reddit, Discord, AtariAge, etc. And for all the people who may follow and listen to those people... let them decide for themselves when the product comes out. Let the product speak for itself and prove itself like it has to all of the people who have already played it and really love it.
  13. My Atari 130XE keyboard rebuild project is finally done and I'm excited to share it with you! There's been a number of previous projects to put a modern keyboard on Atari 8-bit computers. I don't think anyone's done it while preserving the original keycaps though (would love to be proven wrong). This is exactly what I did though, by 3D-printing modified stems for Kailh Box Pink switches that take the Atari XE key footprint instead of the Cherry MX cross. Cheap resin printers can print at an amazing 50 micron resolution, which is enough to print very small parts with very fine details. Switch stems are such parts, and must be printed very precisely to reproduce the touch and feel from the original. It took a lot of tinkering to get there, and trying a lot of different resins (in the end, Elegoo black and translucent red were the most reliable), but the keyboard feels absolutely great. What's more, you can't tell the difference from an aesthetic point of view... Check this out: This is built on a new original PCB design, a custom laser-cut steel plate, Kailh Box Pinks and Costar stabilizers. The stabilizer metal parts are also preserved, but the one for the space bar has a diameter that's considerably larger than off-the-shelf Costar stabilizers can handle, so I also 3D printed new ones: I have a video showing the end result in action: All files for this project can be found here: https://github.com/bleroy/3d-junkyard/tree/main/Atari130MX Let me know what you think!
  14. Left to right: LinemanDoc,Tommy T.,Wolfy62. I can only speak for myself:I had a wonderful day at Boomers in Irvine CA.😊👍 Tommy and his crew were all very friendly and hospitable. It was fun to play a couple Amico games with LinemanDoc and another fellow named George who came up from San Diego but is not an Atariage guy,just a fellow videogamer in his early 50s. I enjoyed playing Shark!Shark! the most because it showed off the awesome Amico controllers ability to move easily and smoothly in all directions. No lag,no slowdown just smooth and fun gameplay. To say the least,I loved the controller. Its fantastic! 👍 Tommy was interacting with everyone there who wanted to play some games,explaining how the controller and games played and just being a great host. I met John Alvarado who ran me through the Shark!Shark! gameplay and explained the controller to me. Super nice guy! They provided pizza for us as well which was a nice added touch. Also,its important to note that although I didnt see the controller keypad doing all the things I am sure that it eventually will,everything that Tommy has shown to this point was exactly as he has stated. So,all my expectations for what I wanted to see and experience were met and then exceeded because I absolutely love how the controller works. I cant say enough great things about that! LinemanDoc brought his Wife and kids and they appeared to be having a great time with some family Amico games that I did not partake in. I had a good conversation with him, very friendly person. Hopefully he gives an account of how his day went for him and his family. Thank you Tommy for inviting us down,it was great to play and see the system before its commercial launch. That meant a lot to me and I wish nothing but success for Intellivision Entertainment,which I believe it will have lots of going forward. If anyone has any questions about something I didnt mention here,please ask and I will provide an honest answer.
  15. Hi, Beating a dead horse my man. It's been explained to you a number of different times by a number of different people. If you don't care to accept the answers... that's fine. So I was wondering if you wanted to keep talking about it amongst your peers... could you make a different and unique thread about it and keep that particular discussion out of this particular thread. Thanks. I appreciate it.
  16. If I may toss in a fun story that fits this exact response... and I hope you enjoy it as I know some of my stories are long... but stay with me...it's worth it. LOL. Several years ago (25) when I was a young and bright Licensed Aircraft Engineer/Certifier I was working on a 3rd Party Airline we had a maintenance contract with. The plane, an aging 747-100 had an issue that I knew was in limits, I double checked and had the paperwork with me. The aircraft still had a 3 member cockpit crew that included a Flight Engineer. The FE is responsible for all operations of critical systems and is usually of exact knowledge level of a Ground Engineer (LAE) like me. The FE questioned my evaluation of the issue.. so I explained to him in detail why I decided what I decided and that it was within limits. So said exchange went like this... Me: "aircraft is good, what you have is within acceptable limits and I will notify xxx prior to your arrival to further inspect. We don't have the time or equipment to resolve this here. They do at your main base. where you are going. FE: "well... what do you intend to do about it?" Me: "Again, you are within limits, we don't have the equipment to conduct a proper repair here. I will notify main base and have them properly service this issue when you arrive" FE: "hmm... well.. what do you intend to do about it?" Me: "uh... like I just said, here is the paperwork per the Maintenance Manual... I will inform your main base that this issue will need to be resolved as priority" FE: "Ok.. can I ask you something?" Me: "Yes" FE: "If you knew about this, why are you not doing anything about it...?" At this point, the Captain, a tenured 4 striper spun around in his seat and blasted the FE to smithereens, berating him to a level I have never seen a Captain do. Capt: "How many fucking times does this Engineer have to tell you... there is nothing he can fucking do about this... I'm the goddamn Captain, you see these fucking stripes??? I will fly this piece of shit the way it is. If you can't come to terms with this, give me the goddamn acceptance log, pack your shit and get the fuck off of my plane!!!" With that... I felt like a HS Freshman standing over the Sophomore bully my older brother just beat the shit out of... I looked at the FE with the most shit eating grin imaginable.. and said... "Well... Have a nice flight." End of story.... the moral... don't be the asshole that keeps asking the same stupid question over and over and expect a different answer.. it just pisses everyone off. Have a nice flig... err.. day. LOL.
  17. Congratulations for getting kicked from the thread! If you don't have something positive to contribute to a topic, please move on to the next thread instead of crapping on the one you're reading. ..Al
  18. This game may or may not be under-rated but because of the slightly childlike element to it, it may well be..... Alley Cat from Synapse Software in 1983. Fantastic frenetic and varied gameplay with seemingly simple yet engaging mini sub games, great use of animation, colour and humour, not to mention sound effects. I played it for the first time in 30 years the other day and it brought back so many memories.
  19. Hi, I appreciate your personal experience and additions to the conversation. I'm sincerely glad that your company and projects are doing fine. ❤️ No disrespect, but the line I highlighted above is very far from accurate. I will try to give you a bit more information about what we're doing and see if you will change your thoughts. With all due respect, you don't know what our BOM (Build of Materials) looks like or contains. So it's a little unfair to compare what we're doing to anything else. We have over 700 parts and over 100 of those are electronic components. The price for everything literally changes week to week over the past year. To categorize your experience to ours (please correct me if I'm mistaken) and to try and paint a picture that we're using it as an "excuse" and it shouldn't be a problem is far from precise for the following reasons. You mentioned that you are a circuit design engineer. I'm sure you are a talented dude and great at what you do. We have a team of hardware design engineers, mechanical engineers, etc. who have been with us coming up on 3 years. We also have a logistics team, hardware product managers, revenue officer, financial officers, accountants, hardware compliance & hardware testing staff, retail and online sales teams, etc. All folks who are dealing with what is going on. I mention this because i don't want you to think that it's a couple of guys in their garage. We have around 60 full-time employees and they all deal with the effects of the pandemic every single day they go to work. Trying to find the best path (or in certain things ANY path) to reach our goals. As a small example, are you aware how it costs right now to ship a crate from China to Long Beach? Pre-COVID it was around $2,500 - $3,500. Now it's $25,000 - $35,000. How long did it take pre-COVID for a crate to ship and to get through U.S. customs? It went from about 6 weeks to about 12 weeks. I'm sure you're aware of the 40+ ships literally waiting in line at Long Beach at this very moment. Would you agree that it's fair to say that shipping rates negatively affect a products bottom line and ability to launch? Does your product have color touch screens? Are you familiar with how hard it is to get the crystals for touch screens (even though we started securing and ordering LAST November). Is your product in retail? Or is it just made and sold to other companies? Do you know what our retail margins need to be for everything to work? Do you have purchase orders that need to be filled to dozens of different distributors and providers around the world? I'm sure you know and understand that the COST of everything has gone through the roof over the past 6 months especially. And yeah... the lower the quantity... the higher the price you're going to pay. You aren't denying that things haven't gotten more expensive are you? And if things are more expensive (especially when purchased in small quantities) then how can a small company survive if they are selling their product at a massive loss. What good does that do anyone? Yes... there are massively high prices we could pay on the open market or black markets in South America to get units out there. We've actually had to do similar things and spend a lot of capital were weren't expecting to initially just to create a few hundred development kits over the past year. And what are the quality of those black market parts when trying to provide the best high-quality experience possible and something that will last as long as possible. Good enough to send to our first and best customers? What about the fact that we are a pre-revenue company? That comes into play as well. As someone running a company and surrounding themselves with an amazing and experienced team, you need to take all things into consideration and do what's best for the product... which in turn benefits the customer and the company. So I kindly and respectfully reject your line above and hopefully with further context you may now better understand that our products are very different and that your personal experience and the product you work on may not be the same as what we are doing and working on. Which in turn, may make your initial statement seem unfair. Would that be a fair statement to make? Thank you again and I appreciate the respectful manner of conversation and your personal insights.
  20. So much to unpack in this latest back and forth. Poking at the folks trying to bring out a new console under what are probably the most challenging circumstances in the last fifty years just seems juvenile. The entire world knows that there is a shattering shortage of semiconductors. Entire factories are randomly being shutdown due to this pandemic. There is a tremendous bottleneck in the shipping sector from steam vessels, all the way down to OTR truck drivers. That is a GLOBAL problem, not some conspiracy. If a person has invested money into this and believes it's not going to happen, there is an open door to get your money back. Oh, and the software? In today's world software is never "done". Sorry to be the bearer of sad tidings, but software is iterative. The CEO of the company has come to play with us in our little sandbox, and answered questions and concerns ad nauseum. Some of the questions and concerns are obviously attempts at trolling, others have been interpreted as trolling wrongly. The ones we got wrong? That sucks and we're the assholes. Attacking or threatening someone's family / friends because a person has decided that said console is an existential danger to their world view is utterly disgusting. How does anyone think that's ok? Hell, how did video games even become a world view?
  21. Dragon Quest is a new game in development by Skywaffle
  22. ** If interested, please send me a private message.** What is Norseman about: As a Viking warrior, it is your duty to guard a precious relic: a golden helmet with magical powers! Unfortunately, the forces of evil are coming for it. Endless waves of bloodthirsty creatures are quickly converging to your position. You have no choice but to prove your worth on the battlefield. If the helmet is taken then all will be lost! Protect it with your life! This Intellivision version was created from scratch, and it is based on GST Video's original game which came out on the Videopac+ and MSX. All aspects of the game were revised: all the way from basic gameplay to the much improved original music by Anders Carlsson, a real Norseman himself! (just kidding) The Norseman Digital Bundle for Intellivision includes the following: - game rom: not encrypted nor copy protected, so you can play it anywhere! Rom is not tied to your LTO Flash or any hardware. - manual in digital format. - prototype content: assets include graphics, music and alpha roms. - buying this game in digital format will also give you access to any eventual updates or enhancements to the rom. - not happy with game? I will refund you. Price: Norseman Digital Bundle only: USD 15 plus Paypal fees. For a limited time: combine and save! Valid only until Sep 19th, 2021. Silver package: Norseman plus 1 game: either Antarctic Tales Enhanced Edition* or H.E.L.I.* USD 20 plus Paypal fees Golden package: Now is the chance to get all 3 games! Norseman, Antarctic Tales Enhanced Edition* and H.E.L.I*. USD 25 plus Paypal fees * Antarctic Tales Enhanced Edition and H.E.L.I. digital regular price: USD 10 each. Thanks in advance for supporting the release of new Intellivision games in digital format with affordable price points (much below CIB). Supporting this new release will help ensure future ones will also happen! ** If interested, please send me a private message.**
  23. Hello all, RobotWar:2684 is code-complete (yes, I promise Al )and awaiting it's release in the AtariAge store in the next couple of weeks. In the meantime, here is a first look at the box and amazing artwork by David Exton: A big thank you to everyone involved in the making of the game: @Nathan Strum for game design, graphics and testing. As with all my projects, Nathan's initial feedback and quick turnaround with game sprites is always just enough inspiration for me to get a game to a playable state and move it from POC into the WIP basket. David Exton @liveinabin for the amazing artwork for the box, manual and label. Steve Ramirez @sramirez2008 (and his son Chris ) for extensive testing, especially on co-op. Also, a shout out to my own son Joey who has spent countless hours playing co-op with his old man and providing valuable feedback, all while proving to be a formidable father-son duo vs. the Ramirez's. James, Tanya and the crew at @ZeroPage Homebrew for testing and game suggestions and for the "exclusive" reveals on the ZPH Twitch Stream (even if he has to decipher our crazy password schemes to play ) David Brown for the 7800 sounds (which we used in this version along with some new sound fx and the high score music done by none other than myself ) The CDF in CDFJ (Chris Walton @cd-w, Darrell Spice, Jr. @SpiceWare and Freq Quimby @batari) for their hard work and innovation that is constantly challenging Champ Games to push the 2600 to it's limits Last but not least, @Albert for all the work he puts into the physical release of the games on top of everything else he does for the Atari community. AtariAge and Champ Games will be posting more info on the game's release date as it becomes available! Thanks, John
  24. If this is the case I'll be supporting Intellivision that much harder come release. Buying up games, gift cards, sharing your videos on social media, making my own videos/playthroughs, whatever it takes to make up the difference.
  25. I agree 100% on everything you said! Especially THIS part... That's me and my wife at the former Lego HQ in Enfield, CT. They moved out of the building a few months ago, but I grew up around there and have a LOT of childhood friends who work at corporate and are big supporters of what we're doing with Amico. I'll just leave it at that for now.
  26. Hi guys, Very sorry for the delay in answering. I started a side business last fall. Between that and my day job I have zero free time 😪. Fantomas seems interested in finishing up so I will hand off what I have to him. Ute. Edit: I'm attaching a beta version here - It's a hard game and needs tweaking, but the infinite lives option should help. The end screens are not complete, so no complaints. Paul, thanks for all your help and feedback! ROF.xex
  27. hi everyone, and so it begins. start of assebly of first unit. not the greatest pic but I am not a photographer. anyway, it's a start, and i will keep you informed. Ken
  28. 256 byte intro from SV2020+1 3in1.obx
  29. Game historian Kate Willaert has been hard at work the past few months trying to figure out the history behind the Atari porno games and these two labels, sifting through old periodicals, interviews, and more. It's absolutely bonkers, and led to her getting it published on Kotaku. I highly recommend checking it out: https://kotaku.com/porno-hustlers-of-the-atari-age-1847622176
  30. Hey Dion! This is THE Steve Wright that wrote the Stella Programmer's Guide so many years ago. Thanks for formatting my programming guide into a book version. I had no idea that so many people are still interested in programming games for the 2600. There was absolutely no information on programming the chip set when I started at Atari so I decided to sit down and learn everything about the chip and how to program it before I wrote my first game which was Championship Soccer which later was rebranded as Pele's Championship Soccer. Loved my days at Atari! Long live Classic Gaming!! Doing another Atari interview next week for the Video Game Newsroom Time Machine. You can check them out at https://videogamenewsroomtimemachine.libsyn.com/
  31. I don't think it's about the person who made the initial mistake... it's the phony concerned trolls that want to always try to make something out of nothing. Lying and misinforming is their main goal. I think people probably find it interesting (like you mentioned) that those folks aren't talking about "no lag", games played great, etc. And of course they won't talk about that, because it doesn't fall into their false narratives. I think that the folks here (including myself) pointing out the absurdity isn't nitpicking or getting worked up. It's showcasing how ridiculous certain folks are for trying to tear down other people's fun and good time in this thread. The same few phonies who come to Atari Age (and especially in this particular thread) to try and purposely stir the pot while clutching their pearls should probably think about finding a new hobby at this point.
  32. To put an exclamation point to this ridiculousness, contrary to what some have wrongly assumed, we didn't make anyone sign the release form. You didn't need to sign it to get into the event. If folks didn't want to sign it, our video folks just made sure not to film them. The fact that folks are making this "a thing" shows how desperate certain folks have become in trying to twist and promote a false narrative. Embarrassing to them at this point, but not surprising given the nature and reasoning for the constant deceit.
  33. Thank you to everyone who participated in the "What videos would you like to see" informal poll. It was interesting to see that both Pool & Dynablaster were towards the top of almost everyone's list! I will make sure that those 2 are part of our initial next batch that we'll be filming. As always... I appreciate the feedback! ❤️
  34. I work in an industry that is affected by supply chain problems (along with half the world). We are not a start up, so in better position to handle the onslaught of the world the last couple of years. I evaluate workflow issues. Most problems out there on their own can be very simplified, and if they each were the only factor, would be quite easy to overcome for most. The problem is when you have an unusual amount of problems at once to a process, the efficiency of most steps of the process plummets. These times are very atypical, with unprecedented numbers of issues hitting many industries. If you break down each failure, you can get a myopic view that communicates mismanagement as the cause of failure. If you can take a 10,000 foot view of all problems, it begins to illustrate that the process has become overwhelmed and lack of efficiency can exponentially delay progress. Once you evaluate your current position, things that are non-repeatable and already completed are now irrelevant to finishing the task. To dwell on those before the job is completed is premature. Evaluating who estimated what completion percentage back on what certain date is not really important to the team trying to complete the project. Although it may be important to someone that is determining the credibility of the project, it is not overly productive to the team to engage in that before the job is completed, as they need to remain focused on completing the tasks in the most efficient manner from now forward (unless they have a time machine). Everyone has different tolerance and patience, I personally respect that. If you don’t think Amico is going to come out, or your patience is exasperated, I personally think you should wait to commit after it comes out, and then evaluate. If you are excited or blessed with calming patience, it is your freedom to invest both monetarily and emotionally in the system. If there is absolutely no way you will ever be interested, then get a new hobby, as trolling other people’s pursuit of happiness is just plain sad.
  35. On Tuesday September 28th, 2021 ZeroPage Homebrew will be honouring Nukey Shay/Kurt Howe's work on the Atari 2600 by playing a number of his games on the stream. Let me know what your favourite games of his are so we can play the best of the best of his work! Some already mentioned: Missile Command Arcade Hack'em! / Hangly Man Pac-Man 8K 2 Player Berzerk Another Adventure
  36. Nice! I never saw those before! Atari should bring those back! Has anyone ever seen the Atari Hot Wheels cars? They are pretty cool. Thankfully for Ebay I was able to hunt them all down!
  37. I can't for the life of me comprehend why we are even having a discussion about a release form when this is a topic that's supposed to be about a video game console. Now I know the majority of the people in here feel the same way as they are looking forward to more information about the Amico and it's eventual release. It just goes to show that some people will argue about anything as long as it takes the attention off the thing they don't want to see become a reality. It's only a new video game system people, so get over it! Are these so called "gamers" worried that there isn't enough room in the market for another video game system? Are they worried about another "video game crash" or something? If there is one thing this pandemic has done is shine the light on people who are supposed to act like adults, but instead choose to act like entitled, over-bearing idiots! It's sad that people feel the need to act this way just to get a point across. To those people, I'll just leave this for you...
  38. A hilarious message someone sent me. So very true. I’ve known haters in my life. People who spend their lives worrying about what others do with theirs. And then they wake up one day and realize they did nothing with theirs. Which makes them even more angry at the world. These people are dung beetles. They do nothing. Make nothing. Risk nothing. So they become tragically dependent on the crap of others. Without you taking risks, without your accomplishments, without your accolades - they have nothing to leech off of. Dung beetles roll around in the shit of championship horses. There’s no reason for a championed horse to speak to the beetle. Just shit and let them splash in it. All they have is the bowel movements of others.
  39. Introducing two new games for the Atari 8-bit computers and the Atari 5200 - Piracy 1621 and Piracy 1981. These are the 6th and 7th of the 14 games that the team of Anschuetz/Weisgerber/Anschuetz will be releasing this year. Like the other games, these are all new refreshed assembly language updates to BASIC games that we wrote as teenagers in the 1980s. These games are being released as a pair because they were original written as a sequel of games. You can search and download the original BASIC versions of these games on Atarimania.com. Piracy 1981 was originally called Piracy and was one of the first games we ever wrote just months after we got our Atari 400 in 1981. The graphics were pretty crude, but the rules and gameplay were very complex! The assembly language version has kept pretty much the same as the BASIC version. Any significant updates to this game would have essentially turned it into Piracy 1621, so we just kept the old school graphics. Read the instructions on the opening screen to get started. I will post additional information and the full rules for Piracy 1981 in a separate comment to this thread. Piracy 1621 was originally called Piracy II. This was one of the last games we ever wrote in 1986 and used all of the technical tricks we knew how to pull out of BASIC, including both horizontal and vertical smooth scrolling (with machine language USR calls) and multiple screens which was just being explored in Arcade games at the time. Read the instructions on the opening screen to get started. I will post additional information and the full rules for Piracy 1621 in a separate comment to this thread. We hope you enjoy these two games! Robert Anschuetz Eric Anschuetz John Weisgerber PIRACY 1621 Piracy 1621 - Atari 8-Bit Version Piracy 1621.XEX Piracy 1621 - Atari 5200 Version Piracy 1621.ROM PIRACY 1981 Piracy 1981 - Atari 8-Bit Version Piracy 1981.XEX Piracy 1981 - Atari 5200 Version Piracy 1981.ROM
  40. aaaaaand...... the GRAVITIC MINES DEMO is now available for download!!!! https://www.reboot-games.com/rebootnews/gravitic-mines-demo/
  41. I like it! You should use that entitlement mentality to make these happen and be hero to us all – Get Nintendo’s CEO to fess up, be honest and thorough about Joycon drift. That thing’s been out for years and mum’s still the word. And not gonna even tell us if it’s addressed in the new version that they want us so spend more dollars on. Get MS CEO to explain in detail why they can sell millions of consoles, be a major player in the tech game, but still can’t release a console without it being plagued by (insert color here) screen of death. Get Sony’s CEO to spill the beans on their “consumer friendly strategy,” explaining how last year, they said the new Horizon game would have a free upgrade path from PS4 – PS5, but now that seems to have been translated to “y’all go fuck yerself now, ya hear” Edit: According to a blog post updated today, it seems that Sony decided it would be a good idea to maybe keep that promise, and is (once again) telling customers that the upgrade path will still be free.
  42. I'm glad this has remained a fun topic where people don't shit all over the Amico like the two dozen other threads in the Amico forums where people can do that....oh wait....
  43. I finally released our little contribution to Silly Venture. Music by maze^desire (100 hz player) code by me data file by Leonard^Oxygene (Atari ST format) it is an AtariMax 8mbit Cart I spend week to get the LZZ16 data stream into the production but I could not fix the issue with VBXE vs banking in music data so I took the classic RMT player... some of you might realise the LZZ16 player at the Competition took 1:04 to render the flight while the RMT version 1:07... hacked together source code of the VBXE renderer is included and data file if you want to play around. https://www.youtube.com/watch?v=7K19hstUbLU desire_oxygene_nostalgic_trip-Atarimax.zip
  44. 15 points
    My mind is like my internet browser. 12 tabs are open, three of them are frozen and I have no idea where the music is coming from!
  45. Great and fun question! Thanks for asking. As you mentioned, these are my PERSONAL rankings and not which ones I think others will like or which ones I think will sell better than others. This is based on my personal taste only. And I gotta tell ya... this is a HARD list to make for me because I really like them all but for different reasons. The difference from 1st place to last place would only be a couple of points from each other and I could see anyone having the exact opposite of my list and I could totally understand and agree with them as well. So here we go: Evel Knievel - Multiplayer is amazing, unlocking things and working your way up in single player is captivating and the audio and ragdoll physics keep people entertained and laughing for a long time. Also love the box art, simplicity and the way we incorporated motion controls. Moon Patrol - I kept going back and forth with EK as my #1. The single player is probably the most challenging game we'll have on launch (RFRE is close as well). The physics of the vehicle and the fun factor of trying to get to the next checkpoint keeps bringing you back for more and very challenging without being frustrating. Love the box art on this one as well. Finnigan Fox - I like the style, challenge and the way the audio came out for this. It's a platformer where you always feel like your progressing and it never really gets frustrating. I like the box art for this one as well. Dynablaster - Super fun to play with friends or single player tournaments against the A.I. This game is addicting and more in depth than people may think. The box art is really fantastic... especially when you find out some other things about the art. Biplanes - This is one of my favorite multiplayer games. Really well done and folks will play it for hours. Simple to learn and really fun with 2 or more people. Lots of different ways to play and once again, love the box art for this one. Rigid Force Redux Enhanced - This one could easily be 3rd or 4th on the list as well. 3 - 6 are all pretty much tied for me. Very challenging game, but definitely playable on EASY. Really great graphics and audio all around and playing with a 2nd person who isn't a gamer (and can't die) is REALLY fun! Missile Command - Another one that could easily be towards the top of my list because the multiplayer Co-Op and Versus is so much fun. Single player is great as well (and gets REALLY hard after level 30). For older people who haven't played video games in years, this is always the one they ask to play and they end up playing it so much that they barely get to see any of the other games because they love it so much. Amazing box art on this one as well. Brain Duel - This game is going to sell very well I'm sure. I'm not really into these types of games, but understand and respect why people are. I do love the art style and the idea of doing brain puzzles against multiple people at once is definitely cool. And this game REALLY shows off how cool it is to have a screen on a controller! But I'm more of an action guy when I play video games (exception... original Utopia!) There ya go! Thanks for the great question! ❤️
  46. @jsmith73 Well said. Dang... I'm not gonna say much. The opposition is honestly baffling, especially on youtube. Saw some videos by a dude named Darius something? Hmm..If I don't like something I simply don't bother with it. I honestly think that's the normal thing to do, no? Some of the behavior on there makes me question whether or not there's mental issues at play? so I won't comment further to keep a semblance of respect. But anyways, thanks @Tommy Tallarico for taking time out your busy schedule to answer questions and hang out with us as a fellow gamer. Ya didn't need to do that, but that's cool man. I don't see many CEO's doing that. Wishing you and team all the best. It's a tough season... many know. I'm an illustrator and designer by trade and I've designed apparel for Nintendo just prior to Covid...and we know that even Nintendo has struggled to get their new theme park in operation due to all that is going on. So keep on truckin' friend, there are voices better left ignored.
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