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  1. Nice job, and great video, Decle. 

     

    Here's a couple of TV Powww! recreations I've made in the past based on the Fairchild Channel F (aka Grandstand VEC over here in the UK).

     

    Geek 2015: SpecialEffect TV Powww! exhibit

     

    SpecialEffect 10th Anniversary - very short video here

     

    The first effort used a hacked GPO phone with the microphone connected to an in-line amp, then into a PC running vocal joystick software. This was for Bowling on the Fairchild.

     

    The second effort worked much better, using a Shout Box and switch interface to a Raspberry Pi running modified code for Shooting Gallery.

     

    This may be of interest. 1975 Children's TV show Crackerjack.

    • Like 2

  2.  

    Yes, it is. This could add more vintage look to your great game!

     

    We agree with you about the more authentic colour cycling attract mode/screen protection. We did like that idea, but wanted to get a playable game out and were running out of time and (believe it or not) memory. We had some other ideas that didn't make it:

     

    1. Invisible ships / Night time mode: Think invisible tanks in Combat or the invisible invaders in Space Invaders.

    2. Play as the ships, shooting at the plane and/or just trying to avoid bombs.

    3. Two player modes.

    4. Randomising flight-heights.

    5. More Easter Eggs.

    6. More elaborate peace mode sequence with a dolphin and seagull and stars.

    7. War mode music instead of the air-raid siren.

     

    Time ran out though this time around.

    • Thanks 1

  3.  

    Cool, thanks for letting me know. In that case, especially since the code already exists, there could be an endless mode where you keep getting bombs so long as you continue to hit score targets.

     

    We kept the non-timer element to keep in more in-line with the original arcade game. We also kept it to allow players of all abilities to play entirely at their own pace (to improve accessibility further). Nothing to stop people setting timed games using a clock/stop-watch. Google has a nice simple one, or this is popular: http://www.online-stopwatch.com/full-screen-stopwatch/.

     

    As for chasing high scores, I honestly would be amazed if anyone can score much above 80 on game variation 1, even with Zen patience.

     

    You could try the following War & Peace consecutive challenge.

     

    1. This must be your first attempt on a new day. No warm ups or restarts allowed. Agree if this will be game variation 1,2 or 3 - and if Bombs Away! or Drop Zone 4. I suggest game 1 with Bombs Away! if you have no preference. Start...

    2. War: Aim for the highest possible score. Then immediately go for....

    3. Peace: Aim for the lowest possible score.

    4. Submit your two scores (e.g. War: 63, Peace: 0).

     

    I would be amazed if anyone could get War: 0 (aka 100), Peace: 0. But if two players did, you could settle a tie-break with other challenges (e.g. with the timer).

    • Thanks 1

  4. Wonderful vintage all-round 2600 art! :)

     

    Please add the classic 2600 attract mode!

     

    Thank you. Are you talking about the colour-changing (screen protection) that Combat, Space Invaders and so on have? We did think about this. You never know, we might add it in an update. There's also an overlay for adding colour to black and white TVs in the full package.

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  5. I've done some retro accessibility mods for the 16-bit era, but you went way back! I enjoyed playing Bombs Away, especially on the Difficult mode. Scrolling looks great in motion and I was pleasantly surprised by the sky/speed changes. My only suggestion would be to add a time limit/endless mode or similar to add replayability. Once you know the trajectory of the bomb, it's incredibly easy to wait and get a maximum score. The game loop is solid; just give me a reason to keep playing.

     

    Thanks! I love your SEGA mods.

     

    Can you score so easily in game variation 1? Can you score over 80? You must have amazing timing skills, or I'm slowing right down. I'm impressed. It's quite possible the "hard" (aka fast) game "2", is easier than game "1". What do you think? If you can score over 80 on game "1" I'd love to see a video. :)

     

    The arcade version is definitely harder than the console version. I'm keen to get that emulated one day too if possible (in the DICE emulator).

     

    I suppose the immediate progression in difficulty is onto Atari's official Canyon Bomber. Would love to see that hacked so you can start, play and restart the game with a single button.

    • Thanks 1

  6. I love the manual... and simple games.

     

    Thank you! I love simple / Bronze age games too. William Pilgrim did a fantastic job programming this. Good luck getting 0 or 40. My best "war" score so far (on game 1) is 76. I had played it a lot though. Three ways to score 0:

     

    1. Ditch all bombs in the sea (hard)

    2. Hit a bottom level (yellow) ship with every single bomb including bonus bombs, clocking the score over to 0 (impossible?)

    3. Don't drop any bombs at all (very easy)

     

    The art work (the plane) on the cover is by Don Feight who kindly gave us permission to use his art for non-profit use: http://www.feightstudios.com/p2-i.html

    • Thanks 1

  7.  

    Canyon Bomber from 1979:

     

     

     

    Canyon Bomber game variations are #1-6, Sea Bomber game variations are #7-8

    A pure one-switch / one-button game can be started, played and restarted all with the same single control (as with Cave1K, this VCS version of Bombs Away!, Air Attack on the Commodore PET from 1979 and so on).... But although Canyon Bomber, coin-op Drop Zone 4, Bombs Away! and Steeplechase are not that, they are "one-switch playable". Not as good, but still good. :)

    • Thanks 1

  8.  

    Nice packaging! :thumbsup:

     

    Some remarks:

    • AFAIK in the real universe, Cave1K (which is part of SWOOPS!) was the first one button game.
    • Bombs Away displays 251 scanlines instead of 262. This might be problematic for some TVs and will cause PAL TVs to loose color.

     

     

    Thanks for the comments and thoughts, Thomas. For my claim (saying anything's the first is a bit of a hopeful thing I find).... Drop Zone 4 was a real world coin-op designed and released in 1975 (before Atari's Steeplechase by some months as I understand). This is the first one-switch video game using a TV that I've found. However, if you mean just on the VCS, and a game possible to start, play, restart then you may very well be right (bearing in mind how difficult the GAME RESET switch is for some players).

     

    This is my 1975 PCB running the game here (wrong cabinet though): https://www.youtube.com/watch?v=45mhBa8zP4k

     

    Re. scanlines, that's interesting and I didn't know about that. Would that include PAL TVs running the 60Hz PAL version? Might need to pick your brains a bit more, as we're struggling a bit with the real world cart.

    • Thanks 1



  9. Drop Zone 4 and Bombs Away! "found" for the Atari VCS / Atari 2600 in time for its 40th birthday celebrations. Drop Zone 4 is the first commercial video game with a peace mode and first playable with one-button.


    The coin-op author, David Main, was a peace protester in 1975. He wanted to include a "peace mode" into his game where if you managed to ditch all your bombs into the sea without hitting any signs of life, you would be awarded a bonus free game.


    A year or so later (so the anecdote goes) David was shocked to see Bombs Away! up for sale from Atari on their brand new Atari VCS console. It felt as though he had been pirated. Try Air-Sea Battle game variation 19 and spot the differences.


    The Atari VCS version of Bombs Away! comes from a parallel universe where this was released instead of Air-Sea Battle, the peace mode made it in and programmers, artists and technicians were all given a written credit. Also, a world where game accessibility was given a thought from the start. Massive thanks to David Main (still working as an Electrical Engineer), William Pilgrim and all who helped resurrect this game. Happy birthday to the Atari VCS at 40.


    This remake is part of the One Switch 100 project, which will be highlighting some of the most accessible games in history as well as some of the important accessibility features that came about with the Atari VCS.



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  10. post-14067-0-80425300-1504683052.jpg post-14067-0-29686900-1504683074.jpg post-14067-0-62102700-1504683084.jpg post-14067-0-77619700-1504683100.jpg

     

    Bombs Away! (NTSC).bin

    Bombs Away! (PAL60).bin

    INSTRUCTIONS.pdf

    History of Drop Zone 4 and Bombs Away!

    README.txt

     

    post-14067-0-09764600-1504684093.png

    Bombs Away! Game Accessibility Info

    One-button play and restart. Easier play option (game variation 3). High-contrast. Colour-Blind accessible. Deaf accessible. Flashing off option. No time limit.

     

     

     

    19/12/2017 Update: New versions (12-2017) have two minor bug fixes. Physical cartridge planned for 2018.

    Bombs Away! (NTSC) 12-2017.bin

    Bombs Away! (PAL) 12-2017.bin

    • Like 8
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  11. i could build one without anyone being able to tell the difference. i dont plan on scamming anyone though. if someone needs a controller like this please feel free to ask. i can also modify other one handed controllers like the one handed snes/playstation grip controller or the one handed playstation driving paddle i would gladly make one. i would even put a genesis controller chip in it if they want the 2 button capabilities. i can make controllers use the rockband foot pedals for controls as well. i have modified hundreds of controllers and have made tons of controllers for handicapped people so if someone needs a custom job please feel free to pm me.

     

    Great stuff. Just wondering if you have a web-site at all to share any of this info? Just wondering about adding you to this list: http://www.oneswitch.org.uk/1/AGS/AGS-bespoke.htm


  12. Would be fascinating to hear more on this story linked to the Mind Link:

     

    "The sad part of Mindlink's history is that the day after it was splashed on national TV

    Someone associated with the original Battlestar Galactica film/series,

    came to the booth and brought a proposal from Rafer Johnson,

    Olympic Champion and the then president of Special Olympics.

    They were proposing that Atari develop sports software for the next Special Olympics.

    The Rose Kennedy Foundation was going to foot the total development cost.

    This would have opened a door to development of computer control for the handicapped;

    which could not realistically be funded any other way. "

     

    Via: http://www.atarimuseum.com/videogames/consoles/2600/mindlink.html

     

    Were there plans to use the Mind Link for greater accessibility to games for disabled players? I wonder too what other accessibility stuff Atari were planning, as they were pioneering in this fledgling field too: http://switchgaming.blogspot.co.uk/2013/02/atari-accessibility.html

     

     

     

    I used it during development of Telepathy and thought it worked very well, but took time to get good with.

     

    The unit I used had a sensitivity dial on it and that determined how much you had to tense your forehead/eyebows muscles. At first it could be a real mess for some people. But with a little thinking and practice you could turn down the sensitivity so much that you could play a game without other people being able to see any movement at all. It seemed like you were controlling the game with your mind. Actually got to be relaxing to just sit there playing a game with no movement, almost like yoga.

     

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