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Posts posted by Legend
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I wonder if something about it can be done in an emulator like stella to adjust the amount of "deadzone" On the paddles when using stelladaptor?
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Fonz?
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Tempest? Using the driving controller?
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I tested a bunch of paddle games some years ago and didn't find any that use more than half of the control's physical range. However, in many paddle games, speed is more important than accuracy, so making the controller use the full ~300 degrees of rotation will actually worsen performance (or at least tire out the player faster) in those games.
I think by nature the paddles will have a deadzone, but it should be something like 10% or less on one that's working well.That's interesting. So it seems they all have dead zones but, of a different amount. So perhaps if I picked up another set sometime, it might have a bit more physical range but still not the entire range?
Did each paddle have a different amount of responsive range A.J.?
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The way your paddles are working is correct. It really depends on how the game was programmed. Going from memory it seems like most games did not use all of the paddles range.
Mitch
It seems that all the games I've tried don't use the full range. It's like there is a 75% "deadzone on the left side. Do you know any games that for sure use the whole range so I could test it?
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I was wondering if there was any kind of in depth faq about the atari 2600 paddle controllers? I'm particular interested in a certain point.
I grew up with the 2600 when I was small. But It was eventually discarded and I don't have exact memories of how the paddles worked. A few years ago, I got a set of paddles to use with my flashback 2 and stelladaptor. When I got them, it seems that the paddle is only responsive for about a quarter of it's full range of motion. It still moves the paddle on screen all the way across and back, but if I turn it to the left, it keeps turning after the on screen paddle stops and I have to keep turning back to the right until it reaches the point that the onscreen paddle stopped before it starts to move the paddle again. Which makes it so that if I turn too far to the left, I"m basically going off screen and have to catch up to get back on screen. This can be quite frustrating when playing something frantic like Kaboom. Is this the way they are supposed to be?
I expected that when I turn the paddle all the way to the right, it would be on the right side of the screen. And if I turn it all the way to the left, the on screen paddle would reach the left side at the same time that the paddle in my hand is turned completely to the left.
I also have a Jakks tv games paddle set that works the way I just described. So the actual paddles and the tv games one both handle very differently.
I hope that all made sense.
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I was wondering if anyone ever tried to hack any of the other 2600 pinball games like midnight magic to use the same control scheme as bumper bash using the two paddle triggers as the flipper controls? I personally find this the most fun way to play even though it kinda eliminates any kind of nudge control. Or even if anyone has made a new table for bumper bash?
I wonder if Midnight magic was originally meant to use the same or similar control scheme since the artwork for the game shows someone holding two paddles.
Btw, I don't know assembly and am not a hacker so I know the easy answer people might say is "do it yourself." I understand that, but I am asking if someone has already done it. Not to do it for me or anything like that. Just want to make it clear.
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I was wondering if anyone ever tried to hack Marauder by Tigervision? Marauder
The game has a kinda cool theme that could easily be re-themed into anything else. I think the game has potential, but is just too easy. Maybe a hack that makes it more difficult and that can somehow add more rooms and maybe random room connections?
Just curious if anyone has already tried to do this?
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That skull looks really cool. Although it doesn't seem to fit stylistically with the main game screen since it's so colorful.
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Really fun game, but I can't get hold of the absorb stage. Are the eggs the same as the blue targets? Otherwise I don't see anything else other than the blue targets and the purple enemies. I haven't made it past the 3rd level yet either, so I don't know if the eggs don't pop up until level 4 maybe.
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I managed to track down his website. it's http://retrogames.orgfree.com/
Unfortunately I couldn't find any links to the Little Knightmare game. The whole site is in Portuguese. Seems it was made in Batari Basic.
I did send him an email using an online translation program asking for a copy of the rom and if it could be posted. Hopefully he gets back to me and we can all enjoy this cool looking port of an msx classic.
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does the stellaadaptor work with genesis controllers to try this out?
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Looks pretty cool. Shame there is no one player mode.
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Fun game. I especially like the "Odin!" yell at the beginning.
I kinda like the original title for the game though since Bifrost is the name of the rainbow bridge where the battle is being taken place and assuming Heimdallr as the hero guarding the bridge. And I think it has a little more character to it.
It would also be cool if there were enemies that also threw projectiles in later waves. I've only made it as far as 147 score so far, so I don't know if those might be there already. I assume the enemies attacking ar the giants, so it would make sense that they threw spears or boulders even.
Keep up the good work.
Still crossing my fingers for eventual paddle support.

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Personal preference really. Plus lack of content for the driving controller. Just something else to use it for.That's understandable. I've never used the driving controller, so I'm not sure how much better it is from the paddles.
Pretty much, never got a driving controller since I couldn't find any other games that used it other than Indy 500, so making another game that uses it does seem like a good idea. That and being broke combined with a somewhat hard time finding one.
Any chance of a paddle version/option?
Glad to see this one still being worked on btw.
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Any updates on the sound?
Is the sound the only thing left to do on this one?
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Pretty cool. Not too fond of the player sprite though.
Still working on it?
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Sorry to bump an older thread, but I was curious if there was any new progress on this one. It's one that I think has a lot of cool potential and I'm looking forward to seeing it completed.
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- now uses the driving controller
Just curious, why the driving controller instead of the paddle controller? I haven't had a chance to check out the new version yet, so I don't know if it's for gameplay reasons or not, but judging from the last version of Bifrost I played, I think a paddle would work fine.
I also think more people would be likely to have a set of paddles than the driving controller. I think so anyways.
I know I on;y have paddles and no driving controller. A paddle version would be nice.
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Just beat soul reaver. Looking to tackle Undying as soon as I can figure out what I did with the disk.
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I know the Haunted Adventure Trilogy Rom still hasn't been released. The first two are available in the forums, but not the whole thing. I'm really looking forward to whenever The final version of the trilogy gets dumped. I want to try part 3.
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Right on. Hope you can find one and your dad enjoys it if you decide to get it. I really enjoy it and always take it on trips and play it when I'm waiting to play a show.
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I highly recommend Radica ultimate pinball handheld. I've never seen it in stores, but I got mine in on ebay.
http://www.radicagames.com/pinball.php
It has 3 tables and a tilt feature that you use by tapping the side. It also has a plunger, good sound, lights, and fluid graphics despite being lcd. The only real disadvantage is not being able to play in the dark.
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is the rom available somewhere?

NEW Atari 2600 Game Shown
in Atari 2600
Posted · Edited by Legend
Ha. I almost said that one too.
Can we get a hint about what company originally put out the arcade game? Or maybe what kind of controller it uses?
T2: the arcade game?