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Showing content with the highest reputation on 05/17/2020 in all areas

  1. EDIT: The latest demo ROM of RobotWar:2684 (and all Champ Games) can be found here. Hello all, As some of you may have heard, the Champ Games secret project was revealed this week on @ZeroPage Homebrew's Twitch stream - Robotron: 2084 for the 2600! Object: The object of Robotron is to guide your player around the screen and save the last human family (dad, mom, & Mikey) while avoiding a vast array of enemies, including: The Grunts robots constantly pursue your player and speed up as the wave progresses The Hulks roam around aimlessly and are indestructible, and will destroy the humanoids if they come in contact with them. The Sphereoids are circular enemies that fly around the borders of the screen, launching Enforcers. Enforcers will pursue your player and fire a steady stream of Spark missiles towards you. Brain Robotrons will wander around the screen searching for humanoids to program into deadly Progs. Brains will also fire Cruise missiles that must be avoided. Quarks move around in erratic patterns and spawn Tank Robotrons. Tank Robotrons will purse your player and fire bouncing Bombs that ricochet off the walls making them difficult to avoid. Electrodes are scattered throughout the level and are deadly to the touch; however, they will also destroy Grunts if they collide with them also. Control: Robotron supports multiple control schemes: 1 joystick with no autofire (left difficultly on B) In this mode, use the left joystick to move your player and press the button to fire in the current direction. You can continually fire in one direction by holding down the joystick button and move in another direction. To fire in a different direction, release the button and move in the new direction you wish to fire and then press the button. To fire in place (fire without moving), center the joystick and hold down the button. You can then fire in any direction by moving the joystick in that direction (your player will not move). Release the button to move your player. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 1 joystick with autofire (left difficulty on A) This is similar to the no-autofire mode except your player automatically fires in the current direction (no need to press the button) To change the fire direction, press the button and move the joystick to the new direction. Release the button to continually fire in the new direction. You can also "fire in place" by centering the joystick and pressing and holding the button. In this mode, you must fire by moving the controller in the direction you wish to fire (your player will not move). Note that your player will not fire if the button is held down and the joystick is centered. If you have a Genesis controller connected, you can press the second button to fire backwards (opposite direction that your player is currently firing). 2 joystick (prefered) If you have 2 joysticks, you can use the left joystick to move your player and the right joystick to fire, just like the arcade. There is no special settings that need to be done to enable 2 joystick mode since the buttons aren't used. Note that you can also play a co-op game by having one player move and the other player fire! Game Play: From the title screen, move the joystick left or right to select the skill level. Note that your player's helmet will match the color of the skill level: Novice (green): 5 lives to start. 1/2 of the enemies from the Advanced level. Less enforcers and tanks are spawned. Grunts move slower. Standard (blue): 4 lives to start. 3/4 of the enemies from the Advanced level. Advanced (red): 3 lives to start. # of enemies on each level match the arcade. More enforcers and tanks are spawned than Standard. Grunts move faster. Bonus lives are awarded every 25,000 points. Game Over: Your game ends when all your reserves have been destroyed. If you obtain a high score, the high score entry screen will be displayed for the current skill level. Move the joystick up/down to select the characters to enter and press the button when finished. Note that Savekey support is currently not supported so high scores will be reset when the game is turned off. Credits: Special thanks to Nathan Strum who did all the graphics for the game and all the game testing and assisted with the design. It should also be noted that the sounds have been "borrowed" from the 7800 version of Robotron, which was developed by David Brown. We are currently trying to reach Mr. Brown to obtain his permission to include his sounds in this game. Current State: We estimate the game to be about 80% done. Due to other projects, a release is not expected until early 2021. Here is a playable demo if you would like to download it and give it a try. It works on real hardware (recommended), the latest version of Stella and Stellerator, and will also work on the Retron77 with the latest community build. It will *not* work on the Flashback Portable. robotron_20200516_demo1_NTSC.bin robotron_20200516_demo1_PAL60.bin The demo is fully playable with the following restrictions: When the player competes Wave 9, the game will wrap back to Wave 5. In the release version, all 40 unique waves will be included and up to 99 waves will be playable. There is currently no SaveKey support in the game (this has been disabled) but it will be available in the final version. Any feedback is appreciated. Have fun! John
    35 points
  2. Millie and Molly 7800 is available for purchase in the AtariAge Store Atari Homebrew Awards Nomination Millie and Molly 7800 has been voted runner-up in the Atari 7800 Best Homebrew category at the 3rd Annual Atari Homebrew Awards. *** PLAY THE DEMO *** Final playable demo is now available in JS7800 (thanks @raz0red). Reviews Cousin Vinnie has given Millie & Molly the special treatment in his great review of the game! Millie and Molly is a retro inspired puzzle game featuring 100 levels spread over five themed worlds. This is an Atari 7800 conversion of the Commodore 64 retro smash created by Carleton Handley. Background I first saw this game on the Commodore 64 not long after it's release in early 2020. I thought it looked great, was really fun to play and had some unique features - all adding up to a very enjoyable experience. The game is a platform puzzle game where you play grannies Millie and Molly (either separately or together) which starts off easy enough showing you how to dig through dirt, move blocks into position and kill monsters to complete each level. But don't let that fool you as the puzzles are very well constructed leaving you scratching your head soon enough! Special thanks After completing a proof of concept, I made some initial contact with Carleton Handley in early March 2020 as we continued to develop, build and test the game until it was around 90% complete. Carleton was very impressed with how well the game had come together, enough to suggest we contact his other team members Chun Wah Kong (level design), Saul Cross (graphics), and Hans Axelsson-Svala (music) to approve a release. We are very pleased to announce that each has given their blessing for our conversion to be released on cart. Whilst we have had the pleasure to create this conversion we cannot thank each of them enough for designing such a brilliant, thoughtful and enjoyable game. If you are a Commodore 64 user and have yet to play this game please support Carleton and the team by purchasing the original. Instructions Help Millie and Molly clear their world of the malicious monsters. Monsters are killed by walking into them from the side. Don't fret, Millie and Molly can't die! They can fall from any height and even have items dropped onto their heads. To help you get at those hard to reach monsters items can be pushed, ladders can be climbed and dirt can be dug through. Millie and Molly can even use each other as platforms when they are in a level together Features 100 original levels spread over 5 themed worlds Rewind feature allowing you to step back and fix your mistakes Multiple joystick controller support Level passcodes and Atarivox/High Score Cart/SaveKey support (for tracking your current progression) Graphics have been faithfully re-created and colored for the Atari 7800 8 incredible pokey tunes re-creating the superb originals Support for both NTSC and PAL users with matching palettes and music playback speed Easter eggs! Controls 1 or 2 button joystick/proline/joypad, SNES controller (via SNES2Atari) or the Mega Drive/Genesis controller (via Mega7800) in the left controller port Button 1 to switch between the sisters Hold Button 1 to rewind your mistakes Button 2 or Pause toggles menu access Credits Original Design Code Carleton Handley Puzzle Design Chun Wah Kong, Patsy Chim Graphics Saul Cross Music Hans Axelsson-Svala QA @tonik_c64 Box Art & Layout Flemming Dupont & Bitmap Soft Conversion Code Matthew Smith, Mike Saarna Music Bobby Clark QA Robert Tuccitto, Steve Ramirez Box & Manual Layout William Thorup AtariAge Albert Yarusso, Fred Quimby Release Millie and Molly 7800 will be available for purchase on cart at PRGE 2023 and here in the AtariAge store from November 2023. ZeroPage Homebrew streams featuring Millie and Molly I would also like to thank James and Tanya @ZeroPage Homebrew for previewing Millie and Molly 7800.
    12 points
  3. You might find this tool useful. It does BAS and XEX disassembly in a browser and can produce nice printable Basic listings in the classic font. Handy for quickly pulling apart a ATR or just spelunking through its contents. Disassembler is primitive but at least it has symbols. Atari Basic decompiler works with files that have missing variable name tables. lmk if it is useful or if you have any feature requests. cheers https://github.com/rossumur/esp_8_bit/blob/master/atr_image_explorer.htm atr_image_explorer.htm
    11 points
  4. I can confirm that the Edladdin Super Twin 78 controller works with this game. I’ll test more tomorrow. Gameplay is very smooth. Thanks for the ROM John. Btw, need more room to display the HS ranking number (please see 2nd pic below).
    9 points
  5. Release them and have fun. If I had listened to the haters I would of given up long ago. I’ll release whatever games and amounts I feel like and the trolls can complain all they want, it changes nothing. They can boycott and sales could dwindle down to next to nothing and I’ll still produce games until my goal is finished. Steve, please don’t listen to a few bad apples in the bunch.
    8 points
  6. While we're all complaining, I have something to add. All too often, discussions here turn South and someone inevitably states that they have "said their last piece" and that they are "leaving the thread"....only to return within mere hours to post pages of additional replies. The entire point of a dramatic mic drop is that nothing else needs to be said. You're supposed to walk off the stage and not return. Scrambling back onto the stage and picking up the mic to continue your tirade defeats the purpose and makes you look silly. And, it's not fair to microphones. Leave or stay, but don't make empty promises you have no intention of keeping.
    7 points
  7. I'm going for the ad illustration look.. hat, scarf and all the colors are spot on !
    7 points
  8. Ford Mustang 1966, 30 colors. amarok_mustang.xex
    7 points
  9. I understand how making new products, in low numbers, can cause some collectors to be disheartened get frustrated and 'quit' because they can't 'keep up'. They want to 'collect everything'. Fair enough. However, there are battling forces between costs to produce, numbers of willing customers, and 'collectability'. I've never tried to created collectibles. I have always wanted to sell top notch products at a fair price and allow everyone to purchase what I produce. It is an unfortunate situation that there seem to me to be three main types of people in the hobby....the collector, the retro-game player, and the speculator. They all have different goals. I always get irked when I'm speaking to people in person when trying to sell my games and they ask 'How many did you make?' as a qualifying question to whether or not they are going to buy my game. Obviously, they want to 'buy low' and 'sell high'. They want to hear a very low number. Gamers just want the cheapest price, period. They want to play the game. Speculators want cheap prices and low numbers of copies so they can cash in later. Collectors just want a complete collection and prices that they can afford to keep up with that collection. Collectors drive the market. Without collectors, sales suffer. However, it is a double edged sword. Make too few games and collectors get pissed off. Make too many and you lose money. All of these numbers are constantly changing as people enter and leave the market. I have no idea what the 'correct' number is these days, but I believe that 100 is 'too few' and 150 is 'too many', depending on the title. I can only control what I do, and I try to keep everyone happy. However, that is not possible. There are unreasonable people who attack me because I have been selling by email the last few months. They don't know how much money it costs to produce and how much labour it is to create a game. They don't understand printing costs. I get attacked for prices from people who don't understand that lowering prices on this type of product does NOT increase demand. I get attacked on prices for people who don't understand how printing 1 or 1000 of a box costs essentially the same thing. Attacking me just makes it less fun that it could be. I really don't want to argue with people who think that I'm over charging but at the same time would never lay out the kind of money that I do to create games. I really don't want to engage people in discussions about numbers of copies or price per copy because too many people don't understand the economics. Too many people don't mind if I take a loss as long as they have a really cool game that appreciates in value but would never dream of investing or creating a game themselves. I just have learned to put out the best product I can, and hope that there are enough people who appreciate my efforts and financial risks that I am taking to buy my games. I bring these games to market as a job AND as an enthusiast. I have to believe that most people don't begrudge me making a bit of profit for all of my work, otherwise, I'd just pack it in.
    6 points
  10. Capitalism is great. Make what you want. Sell what you want. Charge what you want. Buy what you want. Burn what you want as long as it is yours. I really appreciate the time and effort that goes into all of the products made for the Intellivision collecting community. They are great (almost all ?). If we want them we can buy them. If we don't, we can choose not to buy them. To my wife's dismay, I usually buy the stuff to support the community (and to build my collection). It's fun for me. I'd like to thank all of the producers of these great products for what they do. As long as they are making good products I'll keep supporting them in the work they love to do. Thank you much! Looking forward to more! Peace, KylJoy
    6 points
  11. Update 2020-05-17 https://www.wudsn.com/productions/atari800/action/action.zip - The Action! program is now called "ACTION.COM" in all disk versions. - The Action! editor is now included as "ACTIONED.COM" in all disk versions. - The Action! editor now has a build date, just like Action! itself. - The Action! editor documention is now included as "ACTION.TXT" in all disk versions. https://sourceforge.net/p/atari-action/code/ci/master/tree/JAC/ref/Action.txt Feedback is welcome. - Disk version for DOS XL added. - Passing command line parameters to the Action! editor now also works in DOS XL. - Incorrect status text output has been fixed in the Action! editor. There had been some places in the source where ASCII/ and ATASCII was mixed up. - The README.TXT file on the disks now has correct EOL. Note: The version dated 2020-05-17 which was uploaded first still had my (KIL) break points. This is fixed in the current upload. Also the DosXL build of that date had the OS/A+ boot secotors instead of the DosXL bootsectors. Both things are fixed in the build from 2020-05-18.
    6 points
  12. A couple of forward-steps. The video shows a few things. Firstly, note the new "available move" shape. Almost little balls. Secondly, this is a test position to allow me to demonstrate... a) pawn promotion now working in 3E+ b) preventing "castling across check" now implemented. across.mp4 In particular, the board is setup so the white king/rook are in a potential position to castle. But in this setup the castling should be prevented by that bishop. You can't castle whilst in check, nor can you castle if either of the two squares the king crosses are in check. The bishop can also be positioned to attack the king or either of the two squares between king and rook and the program will not allow castling. When I hold down "show moves" initially, you see the king-moving-two (i.e., castling) is not available. This is good, because one of the squares the king crosses, as noted, is in check. Then I capture the bishop with the queen. King's "path" no longer in check. Now I "show moves" and the castling (two-square move) is available. This is demonstrating that you can no longer castle if the king is in check, or if the squares the king occupies during the castling (and after) are in check. In the end the implementation of this was very cheap and just a few lines of code. Also in the video, I do a simple pawn promotion to queen to show that's working properly. I just have that pesky en-passant move to fix, and we'll be good to play against other chess engines without coming to a dead-stop because of unimplemented or incorrectly implemented stuff. chess3E+20200517_3PQ6.bin
    6 points
  13. Added to WIP: Millie and Molly by Matt Smith @mksmith
    6 points
  14. Austin is my Son, BTW, for those that don't know- Vid of final moments of gameplay, I always worry about "suspicion" when he plays for scores at my house on my equipment. I guess the, uhh, back of his head looks a little younger than mine.
    6 points
  15. Sitting here hanging out with dad and we were brainstorming what to play and he suggested trying to up my pac score. Got double what I had before and a few position improvement! Took a few or ten resets to get a good game (for me) going but once it started going good (for me) it kept going good for a few points. 2470 ?
    6 points
  16. I forgot I had a VCS strategy guide book! The Pac-Man section is funny. I like how they rip on the quality but still have to give strategy. Took pics of all the pages for us! Ready for a bomb of photos...
    6 points
  17. I started building one of the cards today. got most of it done. Almost ready to try it!
    6 points
  18. I was watching someone do a review for the Atari Flashback Classics on the Switch, and of his complaints was "You have to read the manuals to know what to do".
    5 points
  19. 40,410 Late addition here...finally made it past the invisible levels.
    5 points
  20. Longtime Arkanoid fan (from PC ports), finally downloaded this and gave this a shot on A7800. Wow. It may not be complete yet, but I'm blown away! Hoping you can get some time to complete and finalize it. This is a cart I would buy for sure (which is saying a lot, I don't have a lot of funds to spend on games, so am VERY selective)!
    5 points
  21. Holy heck this game is tough without having bombs as a panic button! Still, it's definitely a favorite of mine and a lot of fun. Try to focus on rescuing captured humans in the earlier waves for the most points. Stargate (Game 1, B/B Difficulty, Left Joystick Only): 64,250
    5 points
  22. Pac-Man - Game 1 B/B 4,181 Played on: Original 'Vader' (Batari S-Video mod) / cx40. PAL cart. Season 10 begins Thanks again to Dr Vocelli for running the show. Legend as always Sorry to the Season 9 voucher winners. You have not been forgotten. Delays behind closed doors. Money waiting to be sent! The family had some bad life cards dealt a few days ago, so not interested in playing anything. BUT, I promised the Dr I'd make an effort to play the whole season. I'm glad I did!! I gave myself 2 games to get a score. TBH, I reset my 1st game about 1 min after dying. ? So that makes 3 games. Cheater!! Ms. Pac-Man - Game 1 B/B 20,240 Played on: Original 'Vader' (Batari S-Video mod) / cx40. PAL cart. 2 games only.
    5 points
  23. ...notice for those that do not frequent the Homebrew forum regularly ?
    4 points
  24. Edit 2023-02-10: The documentation is available here: https://github.com/Speccery/StrangeCart-Doc I finally got around building my first TI-99/4A cartridge, the StrangeCart. My intention was to introduce this only after I have created a demo for it, but since I don't know when I have the time to do that, I will just go ahead and tell about it now. I actually already posted some picture in facebook a few days ago, but at that moment not much was working. This is effectively a modern single chip cartridge for the TI-99/4A. It can eventually act as ROM, GROM, RAM and a ton of other things. I have tested so far only little and I am implementing new functionality as I go. So far I have used it to to provide ROM and GROM and tested it with: Invaders Extended Basic asmusr's raycaster. It can host all of them at the same time (i.e. there is enough storage for multiple cartridge images even without any storage device). (story continues after the pictures below) The PCB design did not really go according to plan: the mounting hole is in the wrong place, the pin headers are too far back to fit into the module bay. The silk screen text is all over the place, some fonts are so small that you can just see a blob next to a component. But that doesn't really matter, since the main thing is that it works. I wanted to keep the PCB design very simple, since I am manually building these. Even if I want to build boards with complex FPGA chips, there is still merit in keeping thins super simple. The main action happens on the underside of the board, where a LPC54114 microcontroller implements all the functions. It is the only component on the underside. The microcontroller has two ARM processor cores: one Cortex M0+ core and one Cortex M4F core. I am running them at 96 MHz. In my opinion the really cool thing about this setup and my proof-of-concept software is that the less powerful M0+ core alone is sufficient to serve the bus of the TI-99/4A in real time, leaving the M4F core free for other things. The two cores can communicate via shared memory. Think about running a native code basic interpreter on the StrangeCart, providing something like 1000x performance over extended Basic. Or to say it differently, the raw processing power here is more than 5x of gameboy advance. Plus it has hardware floating point support... The microcontroller chip has 256K of Flash memory and 192K of RAM. Due to these capabilities the board has a bunch of extension headers: if one brings in extra address lines from the expansion connector, the StrangeCart could also implement memory expansion and mass storage expansion. I have provided header pads for the signals which are only present on the expansion connector. The most difficult bit in this has been setting up the software properly so that both cores operate properly and the toolchain works. These chips are very complex, with a huge amount of on-chip peripherals. Still, the "bus server" program running on the M0 core is less than 4K bytes in size. I have setup things so that the M4F is the master processor, it configures everything and then boots the M0. The M0 is running from RAM for maximum performance, with interrupts disabled. My plan is to implement support for the mini memory cartridge, before moving to testing things with parallel processing.
    4 points
  25. Atari800MacX was updated. The Fullscreen mode is working fine again under Catalina. I took it from https://github.com/atarimacosx/Atari800MacX/pull/15 and compiled it with XCode. From the GitHub:
    4 points
  26. When @mozzwald has finalised the design and has made back his costs on the development I'm going to make a few of these in a more marsbar (but much smaller) form factor as an alternative option. If I sell a few I might make back my costs on the first marsbars!
    4 points
  27. If you want to animate the Mad Bomber then search for this section of code: ; select which Mad Bomber Image will be shown ; no animation lda #0 ; end no animation ; slower animation ; lda frameCount ; and #%00100000 ; end slower animation ; faster animation ; lda frameCount ; and #%00010000 ; asl ; end faster animation Comment out the lda #0, and uncomment out one of the following sections of code, such as this: ; select which Mad Bomber Image will be shown ; no animation ; lda #0 ; end no animation ; slower animation lda frameCount and #%00100000 ; end slower animation ; faster animation ; lda frameCount ; and #%00010000 ; asl ; end faster animation After doing so the images will alternate between A and B versions. Frown: Smile: Surprise: ROM kaboom_deluxe_20200517_animated.bin
    4 points
  28. 4 points
  29. Last Day to Compete/Post for these 2 games! We have a HUGE number of players!
    4 points
  30. Two zip files of TIF images scanned at 480dpi from the manual for: TURBO-PASC'99 from L L Conner Enterprises. The zip includes 5 pages of addendum assisting with reading and writing data to an external file, also a separate note re original pages scattered about the manual with no content and not numbered. The original manual contained labels stuck to a few pages correcting or adding to the original print and these are in the scans. I kept waiting for the other materials listed in the Reference Manual and the adverts, but never saw them. For my next light task I have found a TI Runner original manual ready for the clean scan. I have found a bad original print of the documentation for "3D-World"- it was sold on disk- no mention of who made it or distributed it. The print is very tiny and really faint. I would probably need to retype much of it. Most of the final line on page 8 is missing- it runs "The number of..... depend on your printer model". Anyone interested? Heard of it? Then I shall be moving on the to very fat multi-language Milliken modules. In the next week or two it will be time to update the manual lists due to the extra manuals kindly scanned by ti99iuc and MikeV. keep safe! s TurboPascPt1.zip TurboPascPt2.zip
    4 points
  31. Hi! Thanks for taking a look! Arkanoid has been on a bit of hiatus due to working on Millie and Molly - I had reached a few roadblocks TBH but this new game had provided a few answers to those issues thankfully. Once I get back to Arkanoid we'll see about the sound. There are pokey replacements now available which Al has started using but TIA sound is something I would like to consider if we can fit it in. There is also a few new options coming into 7800baaic soon which might be an option outside of the pokey. Will definitely consider all options!
    4 points
  32. Ms. Pac-Man - 58,780 Another small improvement!
    4 points
  33. Wearing a mask into stores sures does bring back memories...
    4 points
  34. I'm so happy some of the best programmers and pixel artists in the world happens to be really into the 2600, because so am I!!!!!!! ? This one's surreal.
    4 points
  35. We'll be playing more of the full version of Robotron: 2084 on tomorrow's (Sun May 17) ZeroPage Homebrew stream LIVE on Twitch at 11AM PT | 2PM ET | 6PM GMT! Hope everyone can watch! Twitch Stream: https://www.twitch.tv/zeropagehomebrew/ Games: S.K.O.B.:Some Kind of Bombjack (2007 WIP) by Michael aka @Steril707 SciCalc 2600 (2020 WIP) by @Alvema Cross Dock (2020 Exclusive WIP Premiere) by Kevin Kelley aka @KevKelley Robotron: 2084 (2020 WIP) by John Champeau (Champ Games) @johnnywc, Nathan Strum @Nathan Strum (graphics) (SET VIDEO TO 1080P60 FOR FULL QUALITY)
    4 points
  36. 4 points
  37. Hope to remember to participate more often this season Ms. Pac-Man: 41,610 Pac-Man: 2,087
    4 points
  38. Ms. Pac-61,250 Managed a new PB-methinks this is definitely a game I could be "good" at, I'm just too lazy to put in the effort...
    4 points
  39. Watching Svengoolie. Tonights movie is The Deadly Mantis. Good movie so far.
    4 points
  40. Ms. Pac-Man - 55,770 Small improvement!
    4 points
  41. Pretty harsh words. How much knowledge do you have of releasing Intellivision cartridges to pass such judgement? I'm going on some vague memories of long-ago conversations... I think that the special shells might have been made decades ago as part of an experiment when I.P. was entertaining the idea of releasing some cartridges for Intellivision. Remember, they did a few for Atari and ColecoVision -- which are much easier platforms to make homebrews for. (AND way, way cheaper, too.) I think that was around 1999 or 2000 or so... The "Retrotopia" stuff -- ColecoVision Steamroller, M-Network Sea Battle, Swordfight... Wish I had all of those. Anyhow, I suspect those shells might be from a sample run from a test mold for a new shell... e.g. a vendor says: "Here is a small sample of the shells that we can make. If you want to actually make more, it'll cost $10,000 for the mold and then the shells are $1.00 apiece for 1000, $0.75 for 5000, etc." Maybe they never took on the cost of that mold for the shells after seeing that price and learning how difficult -- and expensive -- it was to make Intellivision cartridge boards compared to the cheapness of Atari / ColecoVision. Intellivision Productions was never a large company -- mainly a small dedicated crew. Now, thirty twenty years later and doing a cleanup of old "boxes full of junk" and instead of taking a permanent loss on these, they're trying to do something fun with them. The shells are just taking up space, being unused, and making more is not realistic. Would it be better if it was a "secret release"? Or they are just tossed in the trash bin? Sad to see this reaction. It's toxic, like Blix. Guess we haven't moved past that. In this case it's strictly due to limitations of available materials. That is not artificial. I bet it's simply financially not at all reasonable to make another 150 custom shells. We don't even know the price for these items. Is it $50? $500? Or maybe the BSRs give them away to "loyal customers" as a thank you gesture? It's their stuff and they can do as they please. And how many copies of King of the Mountain, Spiker, and Deep Pockets from the BSRs have sold? Even as many as the original "bootlegs"? No idea -- but this is not a high-volume business. Maybe they haven't even broken even on that. They're still available. Do I want these items? Sure! It's not a secret that I'm a total idiot when it comes to buying Intellivision stuff. I've wasted thousands and thousands of dollars on it and likely will continue to do so. I'm extremely fortunate to be able to do so. As we all are, really. Will have teh sadz if I don't get these? Absolutely! Many of us will, it looks like. Oh well. Life will continue. It's stupid to get all worked up over it. To get so angry and stomp off in a huff is an overreaction. It's not a money grab. It's more likely "Let's try to reduce our losses and clear out boxes of old stuff by making something cool that our loyal fans will like. Better than trashing it." Guess I'm still a naive optimist and assume the better nature rather than seeing an evil money-gouging Daddy Warbucks behind everything.
    4 points
  42. 1 copy of i will shit in your wheaties for me please! Thanks!
    4 points
  43. Hi everyone. I recently completed a text adventure (nothing to do with here), but I am mentioning it here as it has optional SAMS support. It probably uses the two most basic (simplist) techniques for utilizing SAMS. Hopefully it might inspire other efforts. It requires RXB for SAMS use. Thanks. Citadel of Pershu
    4 points
  44. Okay, so which one of you clowns is trying to unload a boxful of speakerhats? ?
    4 points
  45. The original Blix was limited to 30 copies because it was made by Atari homebrewers who, at that time, usually moved around 30-40 copies of games they produced. They thought that would be the extent of the demand since that had been their experience with the same scene for Atari. It's really not the "fiasco" many have made it out to be just because they were butthurt about not getting one. The same group has also made the game readily available, along with an additional title, since then so everyone could have a chance to own it. It's long since past time for people to let this incorrect take on Blix go. Especially considering there was never really any reason for all the animosity over it to begin with. As for these BSR releases, these are titles that had been readily available for some time and are simply getting a second release. If you missed out during the first run, you now have a second shot at them. I really don't see any reason to hate on this. If you don't want them, don't buy them. Simple as that. "Fan service" is a Fan...tacy. Try producing some stuff yourself sometime and see just what kind of work and expense goes into it and then imagine getting stuck with merchandise you can't move and the costs associated with it. We're lucky to get anything new at all for such an old system especially considering there are always a few "fan service" devotees to whine and berate the people who try to create things to add to their hobby. It's the main reason why I don't really make things for wide consumption anymore.
    3 points
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