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Schmudde

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Everything posted by Schmudde

  1. Yes, and more footage from their presentation (with audio) here: http://www.dailymotion.com/video/x8tuck. Bomberman starts around 6 minutes. ~ü
  2. Yes! Literally last night, I held a 10-person single elimination Brutal Sports Football tournament at my house. I was the defacto champion because of my years playing Jaguar, but the better players got a few rounds in before ascending to the top of the bracket. It was close, but I still won. Had a total blast. People were really curious about some of the new games like Another World. /Schmüdde
  3. Here in NYC a store was selling Cannon Fodder, a relatively common game, for $20. It was a game I've wanted since the 90s, so it was cool to walk out with a "new," and personally desired, Jaguar game. /ü
  4. I like a lot of what you're saying in theory, but it would have been pretty difficult for Atari to put all this together. I've also read some rumblings about Falcon/Jaguar developments, but I haven't seen them in primary sources, so I'm a little skeptical. The precedence for this is the Panther/ATW800 Transputer/Blossom video card. I think that development has been substantiated as a real endeavor. Falcon/Jaguar might have been little more than an idea floated onto the marketplace to help bolster the platform's interest. This is a known tactic of Jack's and one that Sam Tramiel used quite often. Great analysis of the Falcon and the TT overall. They were neat machines but really indicative of Atari Corps problem at the time: they lost too much ground on their core position and tried to make it up on the product execution side - Falcon/DSP, TT/workstation, Portfolio/portable, Lynx/color gaming. That's a diffused lineup that would be difficult for a large computing company to execute at a high level, let alone a small one like Atari Corp. It's impressive that they did as well as they did. The Jaguar was going back to the basics: clean up the product lineup and present a clear technology/price advantage. I've read a lot of people say that hyping the "64-bit" aspect of the Jaguar was a mistake because it set unrealistic expectations, but I couldn't disagree more. They had very few other options and the messaging got them to stick out in an extremely crowded marketplace. Think about what else came out in the "5th generation" - Apple/Bandai Pipin, FM Towns Marty, Amiga CD32, 32x/Neptune, PC-FX, Philips CD-i, JVC X'Eye, Panasonic/Sanyo/Goldstar 3DO... and those are just the "failures" many of which were made by companies with a tremendous resource advantage over Atari. The packaging and the marketing arguably got Jaguar a higher visibility than it deserved. The mistake was on the software side. Alien vs. Predator, Checkered Flag, Tiny Toon Adventures, and Kasumi Ninja had to be killer titles and Atari Corp didn't have the relationships to ensure this. /ü
  5. Same here. That 7800/2600 clearance was just awesome. $1/$2/$3 a game. Huge selection, including the 1990s titles like Alien Brigade. I also missed the KB/Jaguar liquidation. Too bad! But being a Jaguar owner since 1994, I had a pretty big collection already. /ü
  6. You really can't talk about the Lynx without discussing the LCD situation. It's the cornerstone of the product. Jack Tramiel's strategy from typewriters to calculators to computers to the Lynx was always the same - control the cost of a key component and drive the marketplace. He lays this out in the few interviews he gave on the Commodore 64 and the Atari ST. He was always able to price aggressively because he was always guessing where the market was going. In the mass market, price is everything. With a large enough installed user base, the software will figure itself out. Tramiel had proven that at least twice before. As long as the display price remained high, the Lynx was screwed. It had no place in Atari Corp's core product strategy. Preeva Tramiel, Leonard's wife, echos this when she responded to my answer to a similar question on Quora. Tramiel's strategy previously worked with RAM and microprocessors, but unfortunately didn't work with the LCD. /ü
  7. Atari Corp. publicly justified the 16-bit ports as a way to cover all their genre bases. They definitely talked about the importance of diversity in their library. However, in reality, the Jaguar is really shooter-heavy. From Cybermorph to Hover Strike to Iron Soldier to Battlemorph to I-War to Phase Zero to Air Cars they certainly had the low-altitude vehicle shooter genre covered. Specifically regarding the launch lineup - it's pretty clear that they were just working with the titles that had momentum to beat the '93 Christmas season. They knew that Alien Vs. Predator, Kasumi Ninja, and Redline Racing Checkered Flag II Checkered Flag had to get on the shelves ASAP to really move systems. We all know how that went. /ü
  8. There is a strong argument for the fundamental irrationality of markets here, so I'll take the role of a bullish television pundit and suggest you hold onto that collection. If the current trends hold steady, the valuation of that collection will increase so much that you'll be able to trade it in for a new car in 4 years or a new house in 7 years. I'm mostly kidding, but it really is astonishing to see the value of readily-available software skyrocket like this. /ü
  9. Keep an eye out for Impulse X on cartridge. It's the perfect game to squeeze in if you only have 15-20 minutes to spare here and there. /ü
  10. New Jag Bar is a great way to start the weekend. I've had the Jaguar since 1994. There are a few games that I've always wanted but never got. This is one of them. I probably would have finally picked it up in 2015 but I got JHL '95, then Alice's Mom's Rescue, and finally Another World. Too many new releases. Just can't keep up! /ü
  11. Shinto, There is no way we should leave that easter egg at the end of your Kasumi Ninja podcast so well hidden. Any chance of posting that separately? It's really hilarious and well done. /ü
  12. I'll join in on the fun. I'd like to be added to the list. Still love Xevious on the Atari 7800. The Jaguar version is sure to be sweet.
  13. I know I haven't asked to be on the list, but I would like to be on the removal list as well, just in case I get on the other list in the future. /ü
  14. Ahhh, thanks for digging this out. Now that you mention it, I think I remember Gunship 2000 in those inaccurate 'games in development' lists in the 90s. Gunship was such a great game. Although it was already a year or two old by the time the Jaguar came out, sims like that just didn't translate well to home systems before the Jag. I'm not arguing that this is the strategy that Atari should have taken. But the number pad suggests a unique route. When you think of what makes the Lynx library so great, a mix of originals and killer Atari Games arcade ports, the Jaguar might have had a stronger library with a little more vision and focus. /ü
  15. This is a really important tip with this game and I think it says something a bit problematic about Atari's intention with the number pad in general. I like the idea of the number pad. It made the Jaguar a great platform to receive killer PC conversions. Doom and Syndicate both benefit from the number pad, for example. However, there isn't any evidence that this was Atari's mindset. There isn't any evidence they were out there courting MicroProse or Sierra. McFur shows the problem with the number pad. It just doesn't work in action and arcade games. McFur has a ton of power ups, taking full advantage of the number pad. But if you really want to be precise, pausing the game and selecting the weapons is really the way to go. I have to imagine that the number pad influenced the design of McFur and that's why the powerup and weapon system is so different than other shooters. I imagine that Atari was just putting the cart before the horse with the number pad, unless others have more insight into this. /ü
  16. I agree, let people who like what they like. Please keep in mind, the thread is called "What's wrong with Trevor Mcfur and the Crescent Galaxy? !?!?" by a person who likes the game. In this case, they were asking for objective observations. /ü
  17. I like that the Jaguar is top shelf. Gotta elevate it above those lame 16-bit consoles. /ü
  18. I just wished that either game had a more complex scoring system that rewarded multiple break bricks between instances of paddle contact. So if you get a ball behind the play field and it smashes 15 bricks before it comes back down to your paddle, the later bricks would be worth more. It just leads to more interesting scores. Or in Impulse X, you can only break an unbreakable brick with the magic ball. It would be nice if those were worth much more. Again, you get more interesting scores that way. /ü
  19. It's worth noting that McFur is currently leading in the polls as the worst launch title in the rather dismal Jaguar launch lineup. Even in that context it's not exactly a fan favorite. /ü
  20. I'm down, but you really gotta support the Jaguar number pad on this one. Having quick access to the correct club is critical in a fast-paced game like golf. /ü
  21. This is an interesting point... the main page is updated rarely and I feel like a ~50+ cartridge run of a new game on any of the Atari systems would be main-page worthy. In the last year I bought JHL, Alice's Mom's Rescue, and Another World -- all legitimate runs and really fun games. Also, I'd assume that such a release would indexed higher by search engines and thus easier for an unassuming buyer to research. But that may not be true due to the laziness and seemingly infinite disposable income of many of these bidders. /ü
  22. Impulse X is indeed a difficult game but that Space Invader level (level 6, I believe) has a trick. Always shoot your ball up the right side. You're trying to break into the colored brick just next to the right eye. There is always a Magic powerup in that brick. Once you get that, it'll easily cut through all the blocks on the screen. The only problem I have with this level is that the color of the magic ball blends in with the background of the level itself. A little unfair and unfortunate, IMHO. /ü
  23. Good points/list. If we're making a full list, I suppose you would need to include the dreadful Breakout game in Zool 2 as well. It's pretty sluggish. I may start a thread comparing these soon. I'm curious what others think. I agree with your points on Impulse X. I think it's a more complete game, but the learning curve is pretty heavy, and Breakout 2000 has a few fun innovations - the most important of which is the 2 player mode. They are a both must-haves, IMHO. /Schmüdde
  24. The Jaguar's launch lineup is widely panned and the system arguably didn't have a must-have game until Tempest 2000. In that period, please rank the best titles. It's quite subjective. I have always appreciated gameplay, so I always felt that Raiden was a better title than Trever McFur, even though the latter looked more "next-gen" in still photographs. However, those looking for a next-gen experience in the early 1990s immediately felt that Dino Dudes and Raiden were pretty underwhelming. What do you think? Rank away and comment! /Schmüdde A quick note on the selection of titles: I know that Raiden and Dino Dudes weren't available the day of the Jaguar's launch, but I still think these two qualify as "launch titles" as they were available when the Jaguar went nationwide.
  25. I have to agree with Bill. It seems that the developers lacked a nuanced understanding of what makes a good shooter. Developing a genre game is difficult. The game has a bit of a "kitchen sink" experience for me. They put everything in there that should make a good shooter (outside of music) but failed to execute any single part exceptionally. The greatest feature of the game are the level boss graphics. They look awesome on the box art. However, I don't think the animation on these bosses are exceptional and it degrades the impact they make when actually seeing them in the game. So I turn the question back around - do you think that there is any one aspect of the game that is absolutely exceptional? Head and shoulders above other shooters from the early 90s? You cited the sound effects. It's hard for me to rate this above the sound effects of TG-16 shooters or R-Type. There is little variety in enemy explosions. The power up sounds don't sound powerful, etc... I think calling it an unexceptional game is a pretty fair analysis. I can accept that you feel it's "damn good" but certainly it isn't *great* or *excellent* and qualifies as my least favorite launch title, behind Cybermorph, Raiden, and Dino Dudes. That's already a pretty weak launch lineup... and to be dead last is pretty sad. /Schmüdde
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