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Showing content with the highest reputation on 01/18/2022 in all areas

  1. Snow day used to mean building snow forts and playing with friends. Now it's shoveling for 4 hours, trying not to get a heart attack.
    10 points
  2. I think it's every game developer's right to say "my product is no amateur hack job, it deserves to be prominently displayed alongside Checkered Flag and Supercross 3D.""
    7 points
  3. I finally received my copy of Hibernated 1, a new interactive fiction gave by Stephan Vogt for multiple systems, including the TI 99/4A. It's packaged to match the classic Infocom games of old, down to the paper registration card which you can mail in! Absolutely gorgeous box and contents.
    6 points
  4. ------ Joke of the Day ------ Mona Lisa was framed. Then they hung her. ------------------------------ #joke #jokes
    6 points
  5. 6 points
  6. New soldered PlusCarts have arrived: and the new injection molded cases by @Sikor the differences to the Atari "Red Label" shells are: No holes under the label! The surface is slightly smoother than the original cartridges. The shells are a little bit taller than the original cartridges (3mm). The area for the front label is not centered. Here is a picture that compares the size of the new shell to an original Atari and an Imagic shell: The new cartridge is now available in the PlusCart shop! The new cartridge is 3 Euro cheaper than a used standard cartridge, because it means much less cleaning work.
    5 points
  7. What if a PoKEY sounded like an Harpsichord...? (Fugue in C Major + 16-bit Pitch Accuracy Test) This is probably one of my last tests before posting the patch16-2 driver ASM code with all the optimisations I was able to find. So far everything seems to work with FEATURE definition assembly, and it's really making a difference too. Here I want all features enabled at once for editing, and so far, so good, indeed! If you want to play some tunes too, here's the current driver version I have, which has a few obscure bugs I fixed from my design, mainly very minor oversights I would not have noticed if I didn't actually spend time tracking down why some notes often "randomly" muted while I was testing some random modules earlier tonight, which was also from FEATURE definitions I had done wrong at first, like the CMD7 and the new FEATURES I have created specifically for my own design, but the conflicts seem to be resolved now. I will look at this again tomorrow evening, but as far as I could tell for now, this may be as good as it could be for a while tracker.obx And before anyone asks me why this is bloated, yes, I know, it is, lookup tables do take a lot of space, you see, I have no other option if I want acceptable tuning, hehe Just remember once all the ASM sources with the proper FEATURE definitions for my driver patch are available, you can drastically reduce the memory and cpu usage by stripping away everything you don't actually need for an optimised music binary I have also the Distortion 6 now I have no idea what to do with it, but that's for another day. Please don't try to use it for 16-bit, it's broken because of how I designed the alternative 16-bit code... for now. I also don't have an export built but here's the module, just load it along with this driver version and it should sound exactly like what I recorded in the video. fugue in c major stereo edit.rmt
    5 points
  8. Wii U: Paper Mario: Color Splash-30min Wii: Punch-out 30 min Kirby’s Return to Dreamland 30 min Tatsunuko Vs Capcom 45 min NBA Jam 350 minutes Metal Slug Anthology 180 min
    5 points
  9. A pretty standard week for gaming around here, with a good mix of classic Atari 2600 time both for the high score club and just for the enjoyment of myself and Mrs. Skippy, plus a fair bit of modern gaming spread across a couple different titles. For my modern gaming this week I finished my playthrough of Alien: Isolation on Nightmare difficulty and once again felt like I should have played it on Hard instead, since having next to nothing in the way of ammo or crafting supplies made some of the later parts of the game intensely frustrating; but I did manage to finish the game in spite of the lack of resources. After that I spent the rest of the week playing through Yoku's Island Express for the first time, which for those unfamiliar with it is a Metroidvania style pinball game with all the charm and whimsy of a Kirby game. I ended up enjoying Yoku's Island Express so much that after beating it I went back and put several more hours into the game until I had seen all there was to see, done all there was to do, and achieved 100% completion. It's not often I go for 100% in a big expansive modern game, but this one was just so darn fun I really couldn't put it down! Yoku's Island Express was definitely one of those rare perfect 10 games for me Ineligible (All Atari 2600) Adventure - 33 minutes Dungeon - 45 minutes Missile Command - 106 minutes Wizard of Wor - 123 minutes Nintendo Switch Alien: Isolation - 845 minutes Yoku's Island Express - 650 minutes Total Video Game Play Time This Week 1,802 minutes (30 hours 2 minutes) [1,495 minutes eligible] Individual System Play Times This Week Nintendo Switch: 1,495 minutes Atari 2600: 307 minutes
    5 points
  10. Every time I see that CRT I can't help but think that you've got the most beautiful retro TV on all of AtariAge! That entertainment center is just gorgeous! ?
    5 points
  11. Thank you Lee, spot on. With the 1M and smaller cards, when you execute a register write, the LSbyte is written to the LS612 but when the TI next writes the MSByte it overwrites the LSbyte that it just wrote which makes the LSbyte of the WORD irrelevant. That's why it really doesn't matter what you have in the LSbyte of a WORD that you write to the SAMS card if it is 1M or smaller. However, it does matter with the 4M card (and any other larger increments that may come along), which has a separate latch that captures the LSbyte of a WORD that is written to the registers. That's why it's recommended that software assumes a larger card and to be fully compatible with any SAMS.
    4 points
  12. Honestly, that's not that far off the timeline for "very good" 8-bit releases. I don't doubt that higher quality assets take longer to produce, but it's not really relevant; asking how many homebrews come out in a year doesn't presume development effort in the slightest. Individual projects could take 4 years, and there could still be a large number of homebrews released each year. It just depends on the volume of homebrew activity.
    4 points
  13. I had fun shoveling yesterday. There was 2 inches of slush with a 1/4 inch of ice on top.
    4 points
  14. I spent more time on music stuff this week so the result is less gaming. Dragon Ball Z: Budokai 2 for Playstation 2 - 264 minutes Progress: beat Dragon World mode twice and got the Breakthrough capsules for Gohan and Videl. I have 90% of all capsules in the game.
    4 points
  15. I spent more time on music stuff this week so the result is less gaming. Super Off-Road: The Baja for SNES - 62 minutes Tuff E Nuff for SNES - 20 minutes Progress: Super Off-Road: The Baja - played through all race lengths on Beginner mode. Tuff E Nuff - beat the game on Easy mode as Syoh.
    4 points
  16. A pretty standard week for gaming around here, with a good mix of classic Atari 2600 time both for the high score club and just for the enjoyment of myself and Mrs. Skippy, plus a fair bit of modern gaming spread across a couple different titles. For my modern gaming this week I finished my playthrough of Alien: Isolation on Nightmare difficulty and once again felt like I should have played it on Hard instead, since having next to nothing in the way of ammo or crafting supplies made some of the later parts of the game intensely frustrating; but I did manage to finish the game in spite of the lack of resources. After that I spent the rest of the week playing through Yoku's Island Express for the first time, which for those unfamiliar with it is a Metroidvania style pinball game with all the charm and whimsy of a Kirby game. I ended up enjoying Yoku's Island Express so much that after beating it I went back and put several more hours into the game until I had seen all there was to see, done all there was to do, and achieved 100% completion. It's not often I go for 100% in a big expansive modern game, but this one was just so darn fun I really couldn't put it down! Yoku's Island Express was definitely one of those rare perfect 10 games for me Ineligible (All Nintendo Switch) Alien: Isolation - 845 minutes Yoku's Island Express - 650 minutes Atari 2600 Adventure - 33 minutes Dungeon - 45 minutes Missile Command - 106 minutes Wizard of Wor - 123 minutes Total Video Game Play Time This Week 1,802 minutes (30 hours 2 minutes) [307 minutes eligible] Individual System Play Times This Week Nintendo Switch: 1,495 minutes Atari 2600: 307 minutes
    4 points
  17. At the time, I could see being soured on the ADAM...But where are all those old crappy broken PCs now? Can barely use'em for Target Practice...and don't want'em to end up in landfills, even have to be careful about your info being on there somewhere. In short you can't do Anything with them. OTOH, the ADAM? I can still use it play Coleco and Atari Games! SO it's STILL useful and fun. ADAM FTW!
    4 points
  18. new binaries in my first post and in PlusStore. changes: Send score to the PlusROM High Score Club (needs PlusROM enabled emulator or device) Moving the joystick to the left on the title screen loads high score table from HSC backend (textkernel by @cd-w) Some code cleanups and improvements The scores sent by the WIP builds are only for testing and will be deleted in the HSC database when the final version of 1942 is released. If you see this logo on the titlescreen your emulator or hardware supports PlusROM functions.
    4 points
  19. I am going to so video this. Tomorrow my buddy is going to dig out his Atari Jaguar collection from back in the day that has been sitting in the attic for I do not even know how many years. I know he has the Jag and CD plus tons of games and also some other classic game goodness not for this forum. I am freaking so excited to open this Atari Jaguar time capsule tomorrow! All of his stuff is going up for sale in the future outside of what I cherry pick LOL, just saying!
    3 points
  20. Looks like Microsoft is buying Activision Blizzard: https://www.theverge.com/2022/1/18/22889258/microsoft-activision-blizzard-xbox-acquisition-call-of-duty-overwatch Here's the official press release: https://news.xbox.com/en-us/2022/01/18/welcoming-activision-blizzard-to-microsoft-gaming/ This will certainly bolster their Xbox Game Pass, which is already quite good. And Microsoft now owns Crash Bandicoot and Spyro the Dragon, among other interesting things. Doesn't look like they are kicking Kotick to the curb right away, but I doubt he'll last long. ..Al
    3 points
  21. Been working on this game for several weeks now... I've gone through several iterations of the title screen. You can't see motion in a still shot (duh), but the bottom portion of the exhaust actually moves down the Y-axis giving the illusion motion.
    3 points
  22. Here's the summary for Week 02, running from Jan 10 - 16. We logged 6364 minutes of eligible play, playing 66 games on a total of 23 systems. Top 10: 1. Phantasy Star Online (Dreamcast) - 780 min. 2. Final Fantasy II (IV) (SNES) - 607 min. (#1) 3. Tetris (NES/Famicom) - 450 min. (#5) 4. Pac-Dude Monster Maze 3D (CoCo 3) - 320 min. 5. Hydlide 3: The Space Memories (MSX) - 310 min. 6. Missile Command (Atari 2600) - 281 min. 7. Numbertron (Sharp MZ-80K) - 250 min. 8. Zaku (Atari Lynx) - 220 min. 9. Punkic Cyborgs (Air Zonk) (TG-16/PC Engine) - 210 min. (#10) 10. Great American Cross Country Road Race (Atari 8-bit) - 204 min. Pre-NES top 10: 1. Hydlide 3 (MSX) - 310 min. 2. Missile Command (Atari 2600) - 281 min. (PN#6) 3. Numbertron (Sharp MZ-80K) - 250 min. 4. Great American Cross Country Road Race (Atari 8-bit) - 204 min. 5. Wizard of Wor (Atari 2600) - 153 min. 6. Solar Fox (Atari 2600) - 129 min. (PN#1) 7. Q*Bert (Arcade) - 105 min. 8. Jr. Pac-Man (Atari 2600) - 93 min. 9. Fast Track (C64) - 71 min. 10. Eggomania (Atari 2600) - 65 min. Top 10 systems: 1. Atari 2600 - 926 min. (#2) 2. Dreamcast - 840 min. 3. NES/Famicom - 730 min. (#4) 4. SNES - 704 min. (#1) 5. Atari Lynx - 500 min. (#13) 6. CoCo 3 - 320 min. (#24) 7. MSX - 310 min. (#9) 8. Arcade - 301 min. (#7) 9. TG-16/PC Engine - 270 min. (#3) 10. Sega Saturn - 254 min. (#8) Two different Japanese RPGs battle for first place this week, of which Phantasy Star Online becomes the most played one ahead of Final Fantasy II (IV). Four different pre-NES systems make the overall list, of which Hydlide 3 on MSX1 (the game also exists in a MSX2 version by the way) is about 30 min ahead of Missile Command on the 2600. The Atari returns as #1 on the systems list, which is back to the "normal" 20+ systems. Phantasy Star Online (Dreamcast) becomes member #477 in the 1000 Minute Club with 1180 minutes in total. Its extended version PSO Ver 2 joined this club already back in late 2017 (total 1245 min) so the two versions are almost equal by now.
    3 points
  23. I would have bought them, but I drew a hard line at $66B and they wouldn't budge
    3 points
  24. Just wanted to remind people how awesome this soundtrack is.
    3 points
  25. Most peculiar, mama! (Apologies if not an intentional Lennon reference )
    3 points
  26. Just checking if this is completed yet they had whole hour!?
    3 points
  27. Well now you DO know it exists...if you didn't, so go play it! Lol unless you hate spiders. Then maybe avoid it But really anyone else ever check this one out? One of my fav obscure PS1 horror titles out there
    3 points
  28. I LOVED Yoku. I played it on GamePass, and I wanted more. I haven't really found a game that scratches quite the same itch again. Been meaning to try "Creature in the Well" as some make similar comparisons.
    3 points
  29. Nesx will do the loading screens for the different LN2 stages the same way as for LN1 so that can be also seen while loading. They'll be the ones C64 uses but again without the status lines/panel(s). Like this one for the Central Park: Until then... ?
    3 points
  30. Let's hope Microsoft is interested in giving the world a new Activision Anthology. At least one can dream. Activision's current fare holds little interest to me personally, but I'd love to see the corporate winds shift where they'd again bring out a collection of some of their past glories.
    3 points
  31. 1600 IF B(PT)<>1 THEN PRINT "N(;.,. POSSIBLE" : : GOTO 1580 1680 RETURN 1690 REM input********** 1700 INPUT X$:: IF LEN(X$)<>2 THEN 1750 1710 L$=SEG$(X$,1,1):: D$=SEG$(X$,2,1) 1720 IF L$<"A" OR L$>"E" OR D$<"1" OR D$>"5" THEN 1750 1730 X=ASC(L$)-S*VAL(D$)-40 1740 RETURN 1750 PRINT "WRONG INPUT,TRY AGAIN" :: GOTO 1700 should be 1600 IF B(PT)<>1 THEN PRINT "NOT POSSIBLE" : : GOTO 1580 <<----changed 1680 RETURN 1690 REM input********** 1700 INPUT X$:: IF LEN(X$)<>2 THEN 1750 1710 L$=SEG$(X$,1,1):: D$=SEG$(X$,2,1) 1720 IF L$<"A" OR L$>"E" OR D$<"1" OR D$>"5" THEN 1750 1730 X=ASC(L$)-5*VAL(D$)-40 <<----changed 1740 RETURN 1750 PRINT "WRONG INPUT,TRY AGAIN" :: GOTO 1700 ...lee
    3 points
  32. Immediate words are the key to doing powerful things in the Forth language. As you can see, CAMEL99 uses POSTPONE to compile a word (immediate or not) into a definition. TF (and possibly fbForth?) uses COMPILE and [COMPILE] (though POSTPONE is defined on the TurboForth TOOLS disk if you want to use POSTPONE in TF). For an introduction to immediate words, have a read of this (this took a bit of tracking down!): The information presented above applies to all Forth systems, not just TF or CAMEL or fbForth. Immediate words are a pretty much universal Forth concept. I'm having a blast reading these old articles - it's like someone else wrote them! I'm impressed at how much stuff I knew, and depressed at how much stuff I've forgotten!
    3 points
  33. If you have any doubts about your waiting list number, do not hesitate to send us a short message by email ;0)
    3 points
  34. It's been a long day and evening, but I have Immunity running fairly well with the main changes I outlined above and some additional details I had planned out. I will paste the contents of a partial and early draft of the manual, but also include it formatted in a .pdf, along with the playable demo .bin, of course. I hope you enjoy this version better than the Dec. 31 version... it has a lot fewer bugs and illogical play mechanics. This new version is much closer to my vision. I expect to continue to polish the gameplay, especially the controls and tuning of special constants that affect the gameplay balance (initial inventory levels and size of infection rounds, etc.). I will also work on some of he longer-term features I outlined above. My first three ROM banks don't have a lot of room left, but the last bank has about 3.5K, so plenty of space I think for the new things I listed above. Please provide your feedback on what you find too easy/hard, what you like and not like so much, as well as anything that seems like a bug. Don't forget to try the left difficulty switch! IMMUNITY Atari 2600 Game by Michael Losh (AKA mike_sohl) Gameplay, Rules, and Scoring (Disclaimer: Intended functionality... almost all implemented, but not guaranteed bug-free yet) Game Overall Health starts at 96 percent, max health is 99% (100 not allowed) Gameplay starts in the Intracellular mode screen Game ends in Death if Health reaches 0 Game ends in Death if Antibodies reaches 0 with unkilled viruses present/available Game ends in Immunity if Viral Load reaches 0 with at least one Antibody available Viral load is the number of available viruses that can attack and latch onto cells, may be visible or waiting off-screen Breath count in status area indicates how long the player managed to survive or how quickly Immunity is won Game difficulty is controlled by the Left Difficulty Switch. Game Overall -- Easy/Beginner Difficulty Viral load starts at 9 Antibody supply starts at 12 Vitamin Molecules, Energy Molecules, vRNA, and free Viruses in/out of cell move slower generally Game Overall -- Hard/Advanced Difficulty Viral load starts at 15 Antibody supply starts at 6 Vitamin Molecules, Energy Molecules, vRNA, and free Viruses in/out of cell move faster generally Intracellular play mode (action inside cell) Screen ends when there are no more available vRNA strands, implanted vRNA has all expired, and all free viruses have been killed or escaped; when screen ends, it switches to Exocellular mode screen Screen always(?) has three latched viruses at the top (not counted as part of Viral Load) Player controls the Free Ribosome up/down along the left or right edge of playfield Player can shoot the Free Ribosome rightward or leftward through the cytoplasm across the screen Pressing fire will "scrunch" the ribosome to get ready to shoot, while releasing the fire button will let the ribosome go Moving the joystick while Free Ribosome is shooting will not affect its direction Free Ribosome shooting speed is based on Energy Level 0 to 4, with higher levels being faster When there are no infection or 'good' objects up high near the outer cell membrane, the Free Ribosome can "bump" the outer cell membrane by player moving it up to the membrane and hitting "fire" in very close synchronization to the time it reaches the top position at the membrane. If successfully bumped, the membrane moves and latched viruses stretch and cytoplasm color goes white for a moment and then a batch of spike proteins shaken free from a latched virus will appear in the cytoplasm. The batch of loose spike proteins will include 1 to 4 particles according to Energy Level of (1 to 4) The Free Ribosome can collect Vitamin Molecules by touching them (while shooting or along side) When close to a Vitamin or loose spike protein batch, Free Ribosome will open into a "chomping" pose (As a consequence of the graphics kernel's use of drawing objects), the main portion of the Free Ribosome's color will match the color of the current "Good" object, which may be a Vitamin Molecule, Energy Molecule, or Loose Spike Protein batch Killing each vRNA strand or a free virus expends 1 Vitamin Level, reduces Health percent by 2 Killing each free virus when the Vitamin Level is low (depending on difficulty) may reduce Energy Level by 1 (depending on current energy level and difficulty) Killing a free virus will cause the Free Ribosome to bounce backwards from the collision Killing each free virus will loosen 1 to 4 spike proteins in a batch according to Energy Level 1 to 4 that can be collected Loose spike proteins have 1 to 4 pieces and will add that many Antibodies if collected, up to the limit (32 antibodies) Each virus that escapes adds to the Viral Load and decreases Health by 3 percent Up to three vRNA strands can be implanted on the Endoplasmic Reticulum (E.R.) at a time, when a vRNA strand expires, its space opens again for other vRNA strands to implant there if any are available Up to 4 Vitamin Molecules can be collected (additional collection of vitamins objects will not increase tally) An Energy Molecule must touch the Mitochondria in the lower sides of the playfield to be absorbed and raise the Energy Level, which may be from 0 (adv. difficulty only) to 4. Additional Energy Molecules touching Mitochondria will not increase tally. While some Energy Molecules may drift into the mitochondria passively, the Free Ribosome may bounce the Energy Molecule into a better vertical position to be absorbed; bouncing occurs when the Free Ribosome touches the Energy Molecule Each implanted vRNA strand can grow multiple copies of new viruses Health bonus of 3 percent per Vitamin Level at end of Intracellular screen Health bonus of 3 percent per Energy Level at end of Intracellular screen Intracellular -- Easy/Beginner Difficult Infecting vRNA strand count starts at 8 for each Intracellular screen After implanting, each vRNA strand will produce 4 viruses before expiring Energy level cannot drop below 1 Bouncing Energy Molecule with the Free Ribosome will always send the Energy Molecule downward Energy molecule random initial position generally lower on screen (closer to mitochondria) Intracellular -- Hard/Advanced Difficulty vRNA strand count starts at 12 for each intracellular screen After implanting, vRNA will produce 6 viruses before expiring Energy level can drop to 0, which is too low to kill vRNA and free viruses (Free Ribosome will bounce off) Bouncing Energy Molecule with the Free Ribosome may send the Energy Molecule upward, sideways or downward depending on the relative vertical position of the Free Ribosome and Energy Molecule Energy molecule random initial position generally higher on screen (farther from mitochondria) Exocellular play mode (action outside cell) Screen ends when all tissue viruses have been neutralized or latch, or when three viruses have latched Player controls Bound Ribosome that can move horizontally along the E.R. Player may fling Antibodies from Bound Ribosome by pressing Fire button; press causes the ribosome to scrunch up in preparation of the firing while releasing the fire button actually flings the Antibody upward Antibody speed is fast if the Antibody does not hit the cell membrane or solid parts of tissue and very slow after it does hit something Player may not fling another Antibody while prior Antibody is still moving, so aim carefully! When antibody hits attacking virus, it covers & neutralizes 1 to 3 rows of the spike protein depending on the vertical position of the virus when hit (higher hits cover three rows of spikes, low hits cover one row, intermediate hits cover two rows; covered rows of spikes take on a yellow color (versus red normally) When a virus has all of its spikes neutralized (appearing yellow), the player can switch control to an external Macrophage by pressing upward on the joystick; player can switch back to controlling the Bound Ribosome by pressing downward on the joystick. The macrophage will "chomp" when moved left/right by the joystick in the tissue but will be vertically positioned alignment with the lowest fully-neutralized virus; when the neutralized virus is fully engulfed by the macrophage, the player may press the fire button to dissolve (and kill) the virus Cell membrane normally has three open pores but the size of them will vary in a cyclic manner during normal "respiration" When at least one virus latches to the cell membrane, the center membrane pore closes up, and the left & right pores will twitch a small amount, reflecting the cell's "shocked" state Heath bonus of 10 percent for clearing a tissue screen with NO latched viruses Health penalty of 5 percent for each latched virus (up to three per screen) Health penalty of 5 percent per unkilled virus (either latched, free at end of screen, or still available) at end of screen (No antibody bonus for clearing a level now as in earlier releases) Exocellular -- Easy/Beginner Difficulty Per-Tissue attacking virus count set to 6 Attacking virus speed slower, generally Exocellular -- Hard/Advanced Difficulty Per-Tissue attacking virus count set to 9 Attacking virus speed faster, generally Immunity_Initial_Manual.pdf Immunity_2022Jan18.bin
    3 points
  35. Here's my first attempt at a cover song: https://www.bandlab.com/post/efd4fe831e2ee81180c300155d60d108_b913bcac242ee81180c300155d60d108 For my 37th birthday, it was the least I can do.
    3 points
  36. Yeah, the ultimate Atari era party game would be sweet.
    3 points
  37. I guess this tread will be about improving the programs, now ? hehehe
    3 points
  38. Don't play the victim. It's ok for you to crap all over hmw's threads, but then you get called out for it and it's 'waah don't curse me' You must be a programmer or developer. They all seem to have prima donna attitudes and very thin skins. Lol!
    3 points
  39. Haha, M network is definitely top 5 too for lame labels. I dislike how they stack as well...but some cool licenses make up for it I guess (he man, kool aid, tron, etc)
    3 points
  40. I had the chance to speak with the director of marketing for the Channel F from 1976 into mid-1978 last week, John Donatoni, which was a very informative conversation. Some of the main takeaways: He said the Channel F was an incredibly hot item at first - even the FCC delay didn't hit them too hard in that regard. To support retailers, they hired demonstrators - usually women in their 30s through their 50s who wanted some extra money with a part-time job - to go to stores and demonstrate how the system worked. Being a cartridge based console he said it took a fair bit of work to educate consumers what differentiated it from earlier ball-and-paddle units. Retailers got on board because of the razor-and-razorblades model, which was the company's selling point for the system from the get-go. This includes selling software year round, so, at least by his memory, that wasn't just because of increased production costs. The key problems the Channel F faced were quality control and production, by his reckoning. On quality control, he said the system's return rate spiked after 4-5 months and never really went down, and almost all of those were because the controllers were failing. Retailers stopped ordering as many units because they didn't want to deal with returns, and despite a few internal tweaks while he was there he said the issue never really got resolved enough to settle the return rate down. Secondly, Fairchild itself managed inventory like a semiconductor company, not a consumer-facing one; what this means is that they'd only produce product to the extent they had orders paid for. As a result stores were chronically low on carts and consoles because Fairchild never had any held back to fill orders quickly. This also hurt the amount of orders retailers were taking. Finally, there was the watch market collapse - this cost a bunch of money to the company, and from his perspective, they also had to deal with a higher return rate due to malfunctions than the company had expected - exacerbating the losses they were getting from the price war. He said by late 1977 the writing was on the wall for the Channel F amid Fairchild's issues. Beyond that, he said they had a pretty good working relationship with the developers - typically the developers came up with a game, suggest a title, and marketing would either keep it or come up with something else to try and sell copies. Interestingly, he said there was a point where the developers and the broader video game group came to a head - the devs wanted credit for their games. Donatoni remembers it being resolved with an agreement to put the authors' names on the packaging, which as far as I can tell never actually happened. I wonder if that was an agreement that just fell to the wayside as the company pulled out of the market. I do have plans to follow up with him on a few more questions, but if anyone has anything pressing feel free to let me know and I can try and add it to the list if he hasn't already covered it.
    3 points
  41. Yay!!! We have matched the # votes received for GOTY 2020. That would be 35 votes considering the category which received the most votes so far. Big achievement considering the changes introduced this year, with more categories and also more nominees. Thanks to all who voted! How about going further and matching GOTY 2019 at 68 votes? We did it before, let's do it again!
    3 points
  42. X360 Bionic Commando Rearmed 88 Bionic Commando Rearmed 2 129 XOne Mass Effect Legendary Edition 484 Sable 6 Superliminal 6 I finished ME 3 as part of the Legendary Edition. Posted about it here https://atariage.com/forums/topic/329714-modern-games-beaten-in-2022/?do=findComment&comment=4984474 Kept going with the Bionic Commandos. I am still trying to find collectibles and get through the final challenge room on BCR. It's so hard that it is laughable at this point and only more practice will get me through. I can't quit! (or maybe I can - we'll see) I tried playing Sable and Superliminal via Xbox Cloud gaming. The feature just doesn't work very well for me on my actual Xbox. I can get it to work pretty nicely on my PC, but the games on the Xbox are more like a slideshow - not even worth it.
    3 points
  43. Do you have a youtube channel? Leave the guy alone, at least he is trying. WTF?
    3 points
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