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Agent X

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About Agent X

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  • Birthday 01/14/1972

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    Fortune Hunter
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    New Jersey
  1. I suppose they could include the ComLynx port on the cartridge adapter.
  2. Yes, I was able to get one from the second batch! 😀
  3. I tried unsuccessfully to get one as well. If you get the opportunity, try again in the second batch in about eight hours.
  4. I'd be surprised if one of the world's largest entertainment software publishers would nix a collection like this purely because of financial belt-tightening. Code Mystics already has excellent emulation of the Atari 2600 (and Atari 5200, too) up and running on current platforms. They just need to whip up a new user interface, and...ahem..."patch" in a suitable system of tracking the player's accomplishments. All of the versions of Activision Anthology (a.k.a. Activision Hits Remixed) were extremely well done, on every platform they were released on. It would be awesome to see new and improved versions for current platforms. The accessibility through modern digital download stores would enable this collection to remain relevant for years and decades to come.
  5. Agent X

    Rikki & Vikki

    This is seriously stunning! The trailer shows some great artistry, with detailed sprites and cinematic stills, along with some fine sound and music. It has a slick, professional look that's reminiscent of some of the great commercial action games on competing 8-bit hardware during the late 1980s. A game with this level of polish would have been a welcome treat this during the 7800's prime. But hey, better late than never!
  6. According to this post from PlayStation.Blog, the Vita version has been rescheduled for a December 19 release.
  7. I'd suggest good ol' Space Invaders on the 2600. There were some very fun cooperative modes in that game. One mode was set up so that player 1 controls movement, while player 2 controls firing. Another mode had player 1 controlling leftward movement, and player 2 controlling rightward movement (with either player able to fire). Yet another mode had each player alternating firing and control. For modern stuff, I'd go with Warhawk on the PS3. I got it back in 2007, and played it heavily for the first year or two, but hadn't touched it much after that. Recently, I dusted off the game for a few sessions (as they're shutting down the servers soon), and it still holds up. The vehicles can be very potent (and fun) if you have willing teammates. Like you, I'm much more into single-player games, and rarely ever play online, but Warhawk is one of the few online multiplayer games that captured my interest.
  8. I just have to give a big "thank you" for enabling this to happen. I would have never expected something like this at this point in the Vita's market life, so this is truly a pleasant surprise. I'm sure the Vita community will appreciate it. Which set(s) of games are on the Vita version? Does the Vita version also support PlayStation TV, and (if so) does it support multiple controllers? Atari already attempted this a few years ago, but it was poorly received. Regarding the 5200 and its "wonky controls", there's actually good reason to revive those games now. Modern game controllers have much better analog sticks (self-centering ones at that), so the majority of those games (using relative movement) would have vastly better controls now. The numeric keypad might be another story, as there isn't a direct counterpart but there are several workarounds, including remapping keypad inputs to unused buttons, touch screen (on Switch or Vita), or plugging in a USB keyboard (on PS4 or Xbox One). I think that's a great idea! If only one of these replica controllers would be feasible to put into production, I vote for paddles. While the existing collections have good workarounds to make the paddle games "playable", I don't think any of them could replace the feel and range of motion that a genuine paddle controller offers.
  9. I got the Jaguar version back in 1995 a few months after it was released. I got the PlayStation version as a downloadable game from PlayStation Store about 3 years ago. I do prefer the CD-quality soundtrack on the PS1 version, but the Jaguar music is still pretty good. I prefer the playability of the Jaguar version. They made some alterations to certain levels on the PS1, and not all of the changes are for the better. Rayman was already a challenging game the Jaguar, but the PS1 version is brutal. I was able to attain 100% completion on the Jaguar, but there's a portion of Band Land on PS1 that clobbers me every time. The artwork and animation are stunning, even today. The recent 2D Rayman games (Rayman Origins and Rayman Legends) are even more varied and better animated (which shows what 15-20 years of progress will get you), but the original is still a beautiful game in its own right. I agree with this also. The Jaguar truly excelled with games like this. Instead of pushing for more polygon-intensive games late in the Jaguar's life (attempting to compete directly with the same types of games on PlayStation and Saturn), it would have been nice for Atari to push the Jaguar into its own niche as a top-tier 2D powerhouse. Of the games released during Jaguar's commercial life, I find that most of the games that have "aged" the best tend to be 2D games. These games have good art and solid performance, and avoid the shortcomings that plagued many transitional polygonal 3D games of the period, such as low frame rates and poor draw distances. This is true of other contemporary platforms (PlayStation, Saturn, 3DO, etc.) as well. Castlevania: Symphony of the Night for PlayStation was considered by some to be "unimpressive" at the time, as it was mostly 2D with only sparse use of polygons...and yet the game endured the test of time with brilliant artwork and music, and masterful game design. But even on a hugely popular system like the PS1, this was a rare exception to the trend of the day. 2D games faded away almost entirely for over a decade, and only started resurging a few years ago, with the rise of downloadable game stores on Xbox 360, PS3, and Wii. Retro games (actual 8-bit and 16-bit games from "back in the day") are also now back in style. Games like Rayman and Castlevania: SotN are now getting another chance to shine with a new generation of game players.
  10. You're probably correct. I don't believe Eclipse would have settled for a "tacked-on" mode. But at that point in the Jaguar's market life in 1996, after the first holiday sales for Saturn and (especially) PlayStation were tallied up, it was evident that Jaguar wasn't long for this world. A properly developed network mode would have added more months to the development schedule. I think Atari (who was already planning to go into Saturn/PlayStation development, prior to the JTS merger) didn't want to pump any more unnecessary resources into Jaguar games. They were happy to wrap up the last few games and push them out the door before they turned off the lights on the system. We didn't even get IS2 directly from Atari, and had to wait for Telegames to come to the rescue. If they had started work on a network mode, then it wouldn't have gotten far enough (under Atari's last-minute watch) to develop into anything meaningful, and would have gotten cut out just to have the single-player game...which brings us around full circle. Either we'd be left with the single-player game alone (which is exactly what we did get), or the "unfinished" portion would've forced them to throw the entire IS2 development into the scrap pile as yet another incomplete Jaguar game. I'm grateful that we got the game we did, as it turned out to be an excellent game, and still to this day one of the finest exclusive games on the system. Good point. I forgot that IS3 had a two-player split-screen mode, as I don't believe I've ever tried it myself. According to the manual, there is also a cooperative mode. It plays similarly to the one-player mission mode, but with each player controlling different aspects of the robot's movement and weapons.
  11. I don't know the whole story, but in retrospect, maybe they made the correct decision to not implement multiplayer in Iron Soldier 2, especially if this wasn't planned for in the original design. Would it have been cool? Maybe. But if this wasn't planned, then this surely would have taken more resources (including time and money) to plan out the game design for multiplayer mode(s), then implement them, then test them, and refine them further. In that regard, it would not have been prudent to hastily slap on a multiplayer mode "just because" . Yeah, you'd have another bullet-point on the back of the box to appease the handful of people that bought JagLinks or other networking gear for the system. Aside from that, it would have just dragged on the development. After reading some of the earlier posts in this thread, it's alarming how some of the Atari brass insisted on interfering with some games' development, like demanding texture-mapped polygons or other similar features that posed technical challenges. It appears that the programmers knew this would impact performance and tried to protest these hasty additions, but got overruled in favor of having some pretty screen shots (frame rate be damned) on the box. I believe a tacked-on network mode would have ended up the same way.
  12. It was referred to as a "Superzapper" in the video shown in this Twitter post, as well as the following YouTube video mentioned earlier in this thread. I'm looking forward to the finished product!
  13. There was an arcade version of Warlords. See the link that negative1 posted.
  14. True. To answer the original poster's question, the Lynx was a great system for sure, but the 160x102 screen resolution would've looked hideous, compared to most other home video game consoles at the time (which were usually outputting 256x224, 320x192, or 320x224). The system did have some punch to its visuals, with a good color palette and excellent sprite handling abilities, but I don't know if that would have made up for the jarring difference in resolution. As a portable system, the resolution drop was more tolerable, since you were looking at a physically smaller screen. Many of the Lynx's best games were designed to simultaneously maximize the system's strengths and minimize its weaknesses. With a portable system, you could create multiplayer games that could connect two or more systems, and give each player a private screen with his own personal view of the action. This was the type of gaming experience that you generally didn't get on the Genesis, TurboGrafx-16, or Super NES. I disagree about the Lynx version of Ms. Pac-Man being a poor version of the game. It was very well done for a game released on a portable system in 1990. The graphics were decidedly low-res, but they got the job done. The game played very well, with good control and good pacing, and also offered a separate mode with a great number of additional mazes. Sure, we have more "arcade-like" adaptations of Ms. Pac-Man on newer handhelds. The version in Namco Museum Battle Collection on PSP is practically arcade perfect. For its time, though, the Lynx adaptation was a worthwhile game. I still trot out the Lynx version occasionally. Most arcade conversions on the Lynx turned out very well, thanks to the attention to quality and designers' intent on focusing on the system's strengths. Many arcade ports on the Lynx totally smoked their counterparts on the "big" home consoles of the day. Heck, a few of the arcade ports were better than the original arcade games, too! The general high quality of software is one of the key reasons why Lynx is fondly remembered, even more than 27 years after the system was released. The hardware might have aged, but the games remain ageless.
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