-
Content Count
339 -
Joined
-
Last visited
Posts posted by malducci
-
-
I'll say one thing, at least the SegaCD had some gems. 32x had nothing for me. Nothing. It's a laugh to even consider it a 32bit system. Kinda of a shame. They're should have been more 2D arcade ports for it (yeah, I know 3D was the in thing at the time - but I don't/didn't give a crap about "crappy" 3D).
"In your opinion" it had some gems, and 32x had nothing for you. Other people like VF VR, etc.
Who cares "how many bits" it's considered to have. I can't remember if mine was $10 or maybe less, and that number is more significant than bit count.
"In my opinion" the Sega CD had nothing for me, as I don't care for RPGs, FMV games or Ecco the Dolphin. Sonic cart. games were better than Sonic CD. Still think the device is a cool collectable, and wouldn't call it crap.
Well, that's great but... plainly put, I don't really care. I was just stating in my opinion, not arguing against anyone else. And if it's any consultation, it wasn't directed at you.
To each their own, so why "laugh" and call 32x crap (at $10 not $150). Worth it for Virtua Racing alone (@ $10)I dunno. Uhm.. 'cause it's my opinion? Was I supposed to clear my opinion with some one first? ;>_> I did put "32x had nothing for me", you know.. to indicate that it was my opinion. I could have made examples and paired up games from the SegaCD VS anything for the 32x and all that crap - but last I checked, that wasn't the purpose of this thread, right?
It also has no bearing on AVGN being a generally unfunny shithead looking for a spotlight...Still doesn't change the "fact". You know, that it's not serious. That it's done in humor. Keyword, humor. But I'll leave it at that.
-
I believe the SCD audio tracks are .mp3 file format, not redbook .cda, so you have to have a CD player that plays .mp3 files. Older CD players do not recognize .mp3 files, before about 1998 timeframe IIRC. FYI.
No, those are just the rips... you pirate! MP3 audio back then? Haha - nope
It was either CDDA (normal CD audio), streamed 8bit mono PCM, or just standard Genesis chiptune music. -
This is the second thread that is doubled over at Sega-16. One forum not enough?
-
No, I don't have a speech impediment. This was released for CoCo 3 disk system BITD. I remember really wanting to try this out, but couldn't afford a disk drive for my CoCo setup. Anyone play this game? There also doesn't appear to be a dump of the disk image either (not that I could find over the years).
-
Yeah, the AVGN made an idiot out of himself in regards to the 32X bashing. I was halfway thinking of putting up a reply to his 32X bashed video, but it had thousands of replies, so someone probably already covered them.
What is it with you people that don't understand satire!? Seriously. If anything, people that don't "get" satire, are the idiots. Not AVGN. While I'm not really an AVGN fan, I think it's funny when whiny fanboys get all worked up about what he has to say. Hilarious even. Do you fit into this category?
Then: SegaCD and 32x were a joke.
Now: Pretty fun to collect for.
I'll say one thing, at least the SegaCD had some gems. 32x had nothing for me. Nothing. It's a laugh to even consider it a 32bit system. Kinda of a shame. They're should have been more 2D arcade ports for it (yeah, I know 3D was the in thing at the time - but I don't/didn't give a crap about "crappy" 3D).
-
1
-
-
On a PC, everything more than monochrome and bleep was called 'multimedia'. Yuck.
Interactive? Name me one game that's not interactive lol.
Haha, that's right. I remember all the "multimedia" stuff. God, that period really did suck for the PC. I had a CDROM for my PC BITD when they first came out. Back then, they all came with their own controller cards (weren't scsi or ide, something proprietary). Man, there was soooo much junk out there. Yes, the original Myst sucked IMO. So did Journey Man Project, 7th Guest, 11th hour, that FMV star wars game, etc. All those interactive multimedia softs..
To comment on the original post, looking back - I do think those terms were a bitsilly. They weren't literal. More general. As if anything 16bit was going to be instantly better than 8bit. What if the NES ran at 20mhz? Would 16bit at 7mhz still be better? It didn't really tell you anything, other than this is the next generation of consoles. That's it. 16bit graphics? Where? There was no 16bit colored pixels. Not even on the SNES. It really was just a marketing term to differentiate between the old console(s) and the newer/better/whatever console(s). Funny thing, that type of advertising didn't really work in Japan, but it sure caught on here in the US. People really were hung up on what was "truely" 16bit. I remember reading, BITD, from multiple sources (back when it was just the Genesis VS the TG16) the TG16 actually have two 8bit processors - just at half the reported speed. Lol, like that would be any better than a single processor at double the speed. Hahahaha. Ahh man, those were the days. EGM was really bad at reporting specs, and it often changed from issue to issue. I remember in the SNES vs Genesis issue where they stack up the specs and strengths to each other - and they listed the Genesis as "while not having scaling and rotation, the Genesis has have polygon capability". I was like WTF? As if it had some special hardware polygon support or something. Dumb asses. Any cpu can render polygons. Speed might be an issue, but capability sure as hell was not an issue. I'm sure the article was just poorly written and the author didn't really believe, but then again.. this is EGM. No one seems to have commented how the original 8086 is 16bit too, or even the i286 successor. Both those processors are dog ass slow too. 16bit systems with 2bit color of a 3bit palette (CGA ftw!).
The Blast Processing thing was hilarious. I think I read somewhere, where one of the Sega reps actually tried to describe on the record just what it was. Classic. And they kinda shot themselves in the foot with all the 16bit this and that. They could have touted the machine as 32bit! (Even though the original 68k isn't, via software it codes like it is). Maybe they thought that was too much of a stretch? Heh - Atari didn't with their ST line (sixteen/Thirty two "bit").
Oh and cart size. On the same system, it was a little more relevant. But comparing NES 2megabit game to a Genesis 2megabit game? A 2megabit NES game is going to be way bigger content wise. It's a small platform, graphics are going to take up as much room - system can't really handle large pieces of details be it sprites or tiles at one time, etc. And even if it's the same system, you don't really know what those megabits are going towards anyway. You have no clue what kind of compression schemes are used, etc. One reason why the SF2 carts were as big as they were on the home console, is that because they didn't compress ANY of the sprite frames. The systems weren't fast enough to decompress a sprite frame and send it off to vram in the time they needed. Nor was there enough temp storage to decompress both player frames too (64k and 128k of ram is too small). You got an article bloat in cart space. There there are things like speech samples that take up quite a bit of room, but don't really add that much back in return. So while yeah, you got some idea with the advertised size - it wasn't much. And kids didn't really know what to do it with, other than if it's bigger, it must be better. The old American sales pitch. Did that also work on you guys across the pond?
Oh and not to mention they pretty much came up with a bullshit measurement. Megabits? Only the video game industry used that term. It was a definite play on megabyte and the confusion was on purpose. Megabyte was thrown around ALOT for computers users, shops, and magazines. It's also something some adults/parents could relate to when buying their child a game. IIRC, it was Sega who started that with the Genesis. I honestly don't remember the matter of the game size ever coming up and definitely not specific sizes, before then. If Sega didn't start it, they sure as hell ran with it and made it popular. That's another one that goes to Sega: Blast Processing, "16bit" whatever, X megabits cart.
-
1
-
-
A nice article about bit-ness of GPU in TG-16 and its competition: http://turbo2k.net/features/column/column2.html
Turbo2k, nice guy
But is totally off on alot of his stuff in those episodes. -
More annoying than the left over sports games at the local store shelves nowadays, are the propagating sport gamers that caused this in the first place from yester-year. How retarded is it to buy more than one copy of a football game!? There's barely any differences. Oh, the team names are different? Here's an idea, ignore the names and use your imagination. I played sports (baseball and soccer), but I couldn't stand sport games (and hated sports-only gamers). Man...
-
I need to get something off my chest. Why the fuck do people keep saying technically the TG16 is really an 8bit system? Do you even know what you're talking about!? Who cares what the processor is? It came out as a 16bit console for the 16bit era. It was the first of them and a lot of it's Japanese popularity played off the Famicom (which it over took in the first year it came out). A lot of early titles have that 8bit feel because the Japanese user based came from the beloved 8bit era. It *was* the system that transitioned the console market into the 16bit console era. Plain and simple. Play only hucards (which are primarily earlier softs) and you won't get a complete feel for the system, just the earlier generation of titles. They switched to CD very early on. Second, 8bit processor? It's STILL much faster in instruction per second than the SNES. Shit, I don't even have to go into some long as thread response to explain it. Just go play some damn fine examples on the system. Third, it *IS* the only system of the three to have a *true* 16bit video processor. Very much so. The VDP in the Genesis is an 8bit device, interfaced with 8bit data bus to vram, with 8bit addressing. It uses a pseudo mode to interface with the 68k for word writes (and increment on word writes). The SNES? Both parts of the sPPU are 8bit with 8bit data paths to vram (excluding the MULV unit). But.. does that in anyway deflate either the Genesis or the SNES? No. Not even in the least. What mattered is: what you saw and what you experience. So please, stop with the bullshit. 98% of the crap written on this thread, the people don't have any clue what they are even talking about spec wise (especially the cpu parts). Leave the tech stuff to code jocks that are in-the-know, please. And just enjoy your systems

That said... it's a tough question. I got the TG16 first when it came out, the Genesis soon after, and the SNES when it first released, then a Turbo Duo on its release (a year after the SNES). I loved all three. The TG16 and Genesis gave me some of my favorite memories of the 16bit era. Anything was possible back then! It was soo exciting. While the SNES on the other hand, with some great games, just... kinda took that excitement away. Everything was pretty much predictable to be at that point. SNES was going to take over the market. And at that point, NEC was already in a distant 3rd place. SNES game had incredible graphics, regardless of the slowdown in games, from the very first release titles. The writing was on the wall, neither the TG16/Duo or the Genesis was going to be able to complete with that. Turbo Duo got a second wind when Hudson of Japan took over the marketing of the system and such from NEC, but by then the damage was already done. There was no chance of getting any of there lost user base back and that second gust of wind just left there sails (many promised CD titles never made it here. That was really sad.) Sega on the otherhand, wasn't gonna give up that easily. The extreme advertising got even more extreme. But it a lucky shot with Sonic that really saved their asses. Had Sonic not come out, things would have been really different here in the states. Also, the Sega I knew and loved from pre SNES - had changed. I really didn't like the new advertising and image they put on. It was insulting to my intelligence. As if I needed to feel manly or have attitude by extension of my "Genesis" game console. Plenty of kids (and my friends) at school were in gangs, running drugs, carrying weapons and even firearms. Like owning a Genesis was gonna make me cool or something. You had to be either really young or really stupid to fall for such marketing crap. Besides that, (unknownst to me at the time) Sega of Japan wasn't as popular as Sega of America and that was a dilemma for them. All the top selling titles were localizations of Japanese games. Which Nintendo of Japan had a ton of. This was about the time Sega started getting more US developed softs and EU/US teams too. None of those games appealed to me. So while TG/Duo died a much quicker death, Genesis' death was more drawn out and depressing. SNES system lacked that excitement that both the TG and the Gen had early on. Graphics didn't get much better for the most part, relatively speaking. There were already impressive since day one. Super Castlevania IV is still impressive looking to this day. Not to mention there seemed to be an overflow of US/EU junk coming from the Genesis over to the SNES near the end. That just made it even worst.
So while I've played many a good game on the SNES, I have to say it's not my favorite system. I spent the last part of the 16bit generation picking up used titles on the Genesis that I had missed early on (and sleeper titles) and importing CD games for my Turbo Duo. Importing was more exciting on the Duo because of the limited amount of games that came out here. So seeing/playing some later gen games, gave me that feeling again from the early part of the 16bit generation. I got Dracula X a couple of months after it came out in Japan. What an incredible game it was. To see what a top tier title on the Duo would look like was inspiring. So, with that... I'd have to vote Turbo Duo. It was there in the beginning and it was there at the end, for me. My middle finger goes out to NEC for their arrogance in thinking they replicate the popularity of the PCE in Japan to that of the US simply... by sitting on their asses, and my hat goes off to Hudson for stepping in (although under the name TTi as not to piss off NOA) and for trying to save the system from certain demise. Genesis was a very close second though

On a side note; for all those people that think just because an arcade system or some other system also happens to have a 68k (and even z80!) like the Genesis, from that it makes them similar systems. No. There's a hellava lot more than just the CPU that they would need to have in common to be "comparable" and such. The Neo Geo couldn't *be* any more different than the Genesis. Yamaha FM chip +z80 or not. Same with Amiga/ST to Megadrive. They would have more in common if they had different CPUs but same interfacing hardware (you know, video and sound). The biggest advantage to the 68k is not its raw power, believe it or not. It's the ease of which to code native instructions on it (assembly). It's incredibly easy. People that aren't really assembly programmers, can code with ease on that chip. That's the real reason. And the reason comes from the linear address range + single powerful instructions. They're slow, relative speaking - but you don't have to write as much code. And the fact that the processor, stock no less, came in high speed packages when most others did not - made it an instant success. That and you can write unoptimized code and generally get pretty decent performance, relative speaking. The huge array of addressing modes and linear address range, made it a perfect setup for compiler of high level languages too (like C and such). Work/code time was reduced, code could be both "readable" and relatively fast at the same time. It's just that it *wasn't* the fastest processor out there. The '816 can out perform it at the same clock speed. Even some of the 8bit 65x02 variants can out perform it at the same clock speed in some case situations (and usually pull on par with it). But the 8bit variants require wildy optimized code (very unreadable/unfriendly) of veteran coders. And the '816, while requiring less wild style optimizations than its 8bit brothers, still doesn't have all the benefits that the 68k brings. The ease of code, clean code/readability, high level language friendly address modes, higher clock speeds like the 68k had. Add the 68k's popularity in with the people just repeat what the hear, and the 68k coders that are afraid to touch anything else (too comfortable with there easy to code processor) and/or don't even really have a clue as how to even optimize code on simpler instruction type processors - and just dismiss it with stupid examples. You don't even know how many times I've seen the last example. I wish I could meet those people in real life, so I could just smack them. Heh - and I wasn't going to talk shop in this thread :/
-
1
-
-
Read again, I said the 2 Epyx titles. I have played Raiden and R-Type on the SNES and other shoot 'em ups too and they all have flicker and slowdown at some point in the game. Zarlor & GOZ don't have any slowdown or any flicker at any point. It was once famously stated by a very well respected UK gaming magazine called ACE over here that the Lynx's custom graphics hardware had the SNES's beat in everything but colours (not counting resolution as thats unfair)
Well, quote all you want. My knowledge comes from console coding experience. I've already mentioned that the Lynx runs on a bitmap/blitter system and is nothing like the NES/SNES/SMS/GENESIS/ETC. If you don't have enough time to blit all the objects, you get frame rate reduction. On a realtime raster system (like the other consoles), you get sprite drop out - but you don't get BG layer drop outs and the BG layers don't effect the sprite limit (many times consoles use a BG layer as a large sprite - even larger than the screen). But the Lynx has to blit built that tilemap as well (and there's only 1 layer). It's not an automatic hardware thing. While the SNES has up to 3 layers, 32k master palette, *real* hsync effects include linescroll, layer add/sub, color transparency window, etc. The list goes one. The SNES also has many hardware tricks like single tile cell scrolling, direct 332 RGB pixels, 8bit tiles with palette lookup (which is why the scaling looks decent - it has linear 256 colors in mode 7), etc. The lynx, with it's minimal 160x104 pixel array and it's limited blitter couldn't even touch the 256x224 res of the snes. The lynx really has almost nothing on the SNES. Sorry. Oh and did I mention (I know I did) that the SNES has a huge cell to scanline limit? If you saw flicker in a SNES game, that's because they had piss poor sprite management. 32 sprites (with 34 cells) per scanline VS Genesis 20 (and that's high res mode, Genesis low res mode is 16 sprites per scanline). You rarely see Genesis games flicker. That's partially because the programmer has efficient sprite management routines (i.e. invisible sprite pixels still count towards flicker. It doesn't make sense to use a 16x16 sprite for a single 4x4 bullet when you could just use an 8x8 sprite. The 16x16 sprite even though it only as 4x4 visible pixels, contributes 16 horizontal pixels on whatever given scanline it falls on).
-
I don't need to check any facts. I never said the Lynx had hardware polygons I said it was drawing them which was slowing it down. I know the Lynx is using sprites but they are not the same as standard flat sprites as seen in a shoot 'em up like Zarlor Mercenary, Gates Of Zendocon or Robotron. The 2 Epyx titles push alot of sprites around the screen of various sizes with no slowdown at all, the SNES could not do those games without flicker.
I don't see anything in Robotron 2048 that couldn't be done on the SNES without flicker. The fixed/non moving objects don't need to be sprites, and as for the rest, there doesn't appear to be more than 32 8x8 pixel cells on any given scanline (you get flicker based on a given scanline, not the whole screen). Same with Zarlor. The SNES has up to 3 background layers in mode 1 and can even faciliate objects off to those layers if needed. So no, if sprite management is done properly - there wouldn't be a problem. And this is with the SNES handling almost 4 times more amount of pixels onscreen than the lynx. (The low res helps the Lynx keep up the bandwidth because it's blitter limited)
-
Flickering just has to do with overloading the systems limitations on sprites. Any system will do it (either that, or slow down to draw all the objects at the expense of overall speed, SNES and Lynx go this rout instead)
That said, specwise, the 5200 can do 4 sprites per scanline, where the 2600 could only do 2. While the 7800 is more on par with the NES along the lies of 8 or 10, and their colorized, rather than monochromatic.
So for the same game, like Ms Pac-man, the 7800 will beat out the 5200, pluss it can push more in general, if the programmers set it up.
The SNES is nothing like the Lynx video system. The SNES video hardware draws all the sprites in realtime as the display is being drawn (this has nothing to do with the CPU). The Lynx is like a computer system; a bitmap display with a blitter. If it can blit enough sprites in a given amount of time, then you get slow down - not flicker. You could devise a method to monitor resource on the Lynx and stop blitting if too many sprites are in the queue to blit, but that's over complex *and* still wouldn't be the same as "flicker" on other systems. Flicker is a work around so that you can see the missing sprites on that scanline. If the programmer doesn't use flicker (alternating the priorities of sprites in the sprite attribute table), you would just see sprite drop out (missing lines/block/areas of sprites). Early SNES games flickered because of piss poor sprite management by the program, but in reality the SNES sPPU has more configurable bandwidth than the Genesis or PC-Engine with up to 34 8x8 cells on a given scanline (a hardware sprite can be made up of 1x1 cells up to 8x8 cells or 64x64 pixels per sprite entry).
-
Hi all,
For about two years I've been doing some research on the aforementioned subject, and I have yet to uncover any internal specs, games, or hardware from Namco.
All the info I have found is here:
http://www.revrob.com/content/view/50/49/
Anyone else have anything?
Thanks!
Seems you have a lot of speculation, but little/no proof. I've already seen this discussion before. The only fact known is that supposedly NEC and Namco were in talks. Nothing else. And this was taken from magazine gossip - no official sources. A lot of companies were/have been in "talks". It doesn't mean anything. Supposedly Hudson already developed the PC-Engine hardware and were in "talks" with Nintendo about licensing it to them - as the next generation system. Other than what people 've posted, there's no hard proof links to this at all. Magazine gossip doesn't count. It's all just speculation. Still.. it makes for a fun read.
There's also a good reason why the SuperGrafx didn't receive a sound upgrade. NEC/Hudson had already started moving development over to the CD system/format. Which the SuperGrafx connects too. The only bad decision NEC/Hudson made was not to include the extra SGX hardware into the Duo unit. I also love the rumor that the SGX cpu couldn't handle the extra hardware because it's the same cpu as the PC-Engine. And yet, it would have less work/overheard on the SGX because it wouldn't be simulating multilayer BGs with animating tiles and sprites. The extra vram in the SGX also means less work load/overhead on the CPU as well. Also given the PC-Engine and SGX design, the system is better off with the 8bit '6280 @7.16mhz than a 68k of the same speed. Given all the interrupt calls (68k has a nasty overhead for interrupts). And given optimized code, it'll run toe to toe with the 68k. Having coded for both consoles, I'm perfectly happy with the speed of either system's CPUs. I'm not sure what the internal conflict was that killed the SGX, but the system was a fine upgrade. It's sprite per scanline limit kills both the SNES and Genesis and has a real (and actual usable) 512x240 res mode with the right amount of vram to back it up. The only down side to the SGX I can see, is the lack of increased color DAC. Given that the VCE is a newer revision in the SGX too, why it wasn't upgraded to 4bit (4096 colors). The number of subpalettes though (and from the original PCE), still kills the Genesis and SNES with its 32 sixteen color subpalettes. All simultaneous usable at once.
-
I just sold my TG16 recently. The system was pretty decent and I enjoyed Legendary Axe, Bonk 1 & 2 and Aero Blasters (with 2 people). Outside of that though the games weren't all that great.
No?
I'll try to list some good games and not try to repeat what you've and other people have posted/listed.
Shmups:
Blazing Lazers
Super Star Soldier
Solder Blade
Cyber Core
Air Zonk
Sinitron
Raiden (better port than the SNES and Genesis versions)
Dead Moon
Magical Chase (Yes, it's really expensive -_-

Dragon's Spirit
Ordyne - a so-so cute'm up. But still fun
Rtype - an awesome port with better music than the arcade version
Psychosis
Fantasy Zone - I'll list it, but I'm not a big fan of Fantasy Zone in general.
Sidearms - I love this version. It's insane/difficult near the end. Get this version if you don't have the CD addon or all-in-one Duo system. The CD version of this game also comes with a selectable remix version with totally different levels/graphics/etc and such.
Almost all the shmups on that list are worth owning and are great/awesome shmups.
Some other good non-shmup hucards:
Ninja Spirit - great side view action by irem. One my top US TG16 hucard games.
Bomberman '93
Bloody Wolf - Data East 3/4 top down all out action run and gun. Awesome music and one long game. Love it.
Bravoman - fun little superhero platformer (arcade port). You attack with stretchy arms/leg/head.
Cadash - great port of the arcade. Redrawn graphics with lots of colors onscreen in areas. Has all 4 players to pick from like the arcade.
Cratermaze - a bomberman -ish style of game. Not sure what to classify it as. It's not a puzzle game. Like BM but you dig holes and re-bury them.
Devil's Crush - the much better sequel to Alien Crush. And my favorite pinball video game of all time.
Dungeon Explorer - 3/4 top down action adventure. Up to 5 players at once too. This is a fav. Not much questing, but a lot of action. Great music too.
Jackie Chan's Action Kung Fu - Side view action/platformer. This game is awesome. The music is great, controls spot on, everything. Love this game.
JJ And Jeff - side platformer. This is pretty decent game and challenging. It's just that the japanese version gets more praise because the US version is censored.
Keith Courage In Alpha Zones - the pack in game. Side view action/platformer. This game is extremely simple, but some people like for that. It's colorful, has a super strange story, and can be had for cheap.
Legend Of Hero Tonma - Side view action. A port of irem's arcade version. Pretty decent IMO.
Military Madness - Legendary futuristic strategy game for the TG16. Takes place on the moon. (There's even re-released version for cell phones)
Neutopia 1 - The original Zelda clone. This game is awesome if you liked the original Legend of Zelda.
Neutopia 2 - An upgrade of the original Neutopia in all areas. But the style remains the same. 3/4 top down zelda style adventure, but now with towns

New Adventure Island - An awesome-awesome version of Hudson's Adventure Island. The first stage starts of simple, but this game is a delight. Side view action/platformer.
Parasol Stars - What needs to be said about this!? And yes, it's better than the Amiga version (which is a port of this version). This version has more colors onscreen and better music, etc.
Samurai Ghost - Side view action game. This game seems to have an either: like it or don't care for it appeal. It's decent, but I've never beaten it.
Shockman - I love this side view action/platformer. In Japan, this is the second game in the series. IIRC, it also has shooter stages.
Somer Assault - View weird game. It's a type of shooter, but you're a spring that sticks to a wall and you crawl around on the walls (yes, has bosses too). Very unique game.
Space Harrier - Great port of the arcade, but the voices for some reason really suck. Strange considering the TG's strength in that department.
Splatterhouse - Oh man, this game is awesome. Side view action. It's an awesome port of the arcade. This game needs no introduction/explanation.
Tiger Road - Stay away from the US version. Yes. Get the Japanese version over this one. They took out a ton of the enemies to make it "easy" for us N/A'rs. Lame.
Time Cruise - I'd put this behind Devil's Crush and slightly ahead of Alien's Crush. It's a good video pinball game.
Turrican - Never buy this version. I thought it was the crappiest version, but it's just as crappy as the Genesis version. They released it as a 2megabit cart when most games were 4/6/8 megabits. WTF? Also sounds like they just turned a few sound channels into square waveforms. WTF? Crappy ass sound. Well, unless you're a Turrican freak, avoid this game.
Veigues Tactical Gladiator - Side view action. EGM best described it as "a drunken ice skating robot". Not far from the truth. If you can find it for cheap or reasonable price, pick it up. It's not super, but it's decent. It just gets a little too hard in the later levels. Hint: chest "shooter" weapon is the most powerful weapon you have.
Victory Run - This game is tons of fun. A little racing game. It's a very early title and the graphics are very simple. Doesn't really look like a 16bit console title, but still... it's a lot of fun. You can find this for cheap usually.
Vigilante - Meh. It's a near perfect port of the arcade from what I can tell. If you're a fan, definitely pick it up. Everyone else, eh...
Chase H. Q. - I've never played this game. I've heard good things about it though. Think Outrun but as a police car. Yeah, you get to shoot at other cars and chase/catch the bad guy for the stage.
And these are just the Hucard games, and the just the US selection. If you've got a Japanese hucard converter, there are lot more hucards to be had and usually no japanese required to play these shmups/platformers/fighters/action/etc style games. Parodius and Street Fighter 2 alone are worth the effort of finding a hucard converter or getting your console modded, but they're are a ton of other hucard games too.
-
If you think it's so "ho-hum", please sell it to someone that can appreciate it. Thank you

-
I understand FMV has its appeal via cheese factor nowadays, but it sucked balls BITD. "Hey, lets take almost all control and whatnot that makes a video game, a video game, remove it and replace it crappy dithered low color/palette small FMV! It'll be incredible!". Yeah...
If you like FMV, that's great. More than likely, because of the cheese factor.. or the novelty and the fact that you didn't have to go through that period of gaming. For those who did go through that period of time and like them BITD as you still do today - well... it's not a crime to like crap

That said, I have two good things to say about FMV based games. 1) Road Avengers was cool. It was an exception. For anime fans BITD, it was a nice treat. But... it was actually funner to watch someone play it than to play it yourself. 2) FMV was put to good use in Sherlock Holmes. It wasn't a FMV game, it was a game that had FMV sequences. There's a difference. Dragon's Lair on the SegaCD? No thank you. I would have taken a bland cookie cutter RPG for those style games (oh wait... they released Vay
). And Sewer Shark, while I *have* to give it some props just because it's not a "make your own video" game - is a really stupid/lame game. Paying $299 to play that? At least It Came From The Desert on the TGCD, a year before SegaCD even came out, had *some* sort of additional gameplay mechanics and was more entertaining. They should have ported *that* game to the SegaCD. FMV games, for the most part, were "Hey! Look what you can't do on the SNES" from Sega. It was the strongest thing that stood out and to justify the price of the upgrade over already exceptional Genesis carts coming out. And.. computers had been doing it for a while and had quite a few shitty FMV titles itself. Besides FMV titles, I don't think Sega of America knew what to do with the SegaCD. The MegaCD, in Japan, was supposed to be the answer to the PC-Engine CD and just released Duo. Which was incredibly popular and already moving away from cart format to mostly CD format for the machine. Sega of America got this CD system when they really didn't need it. It wasn't like the Turbo Duo in the US was selling off the shelves. Anyway, thank god FMV died a horrid death. There's a reason why FMV games get so much flack, and it's just deserved too. Some people like crappy/campy movies... some people like crappy/fmv games. To each their own.
-
All items are sold.
-
2600 carts:
Pressure Cooker
AZ-032
Space Shuttle
A Journey Into Space
AZ-033
Both carts have the Activision logo molded into the back of the cart. A solid purple-ish shiny blank label, with a white rectangle paper label/sticker with printed characters.
Coleco carts:
Pitfall II
VS-008
H.E.R.O
VS-005
Keystone Kapers
VS-004
Zenii (yes, two i's)
VS-007
Carts *don't* have the Activision logo molded on the back of the carts. The labels are also solid and shiny/blank like the 2600 carts but are red, with printed paper labels/stickers.
Make an offer

A single shot : http://img24.imageshack.us/img24/9016/activisionprotos.png
But I can provide much better single detailed pics.
Thanks,
Tom
-
I am one of those people who correct a Wikipedia article when possible.
This article on the 32X states that only 200,000 units were sold. That's pretty remarkable, since at least 600,000 units were shipped at launch, and the console is very common.
So, anyone have good sales numbers that can be cited?
You're not the jerk who tends to reverse mine, and others, technical corrections on wiki console pages, are you? I really hate that.
-
I saw from another thread on these forums, what the edge connector for Colecovision carts looks like. Sure enough, it's the same format as on these 4 carts.
Thank you for the help

Another quick question about the 2600 carts. The PCB edge connector of one is slightly different from the other one. On Space Shuttle, the exposed board itself is very bright/bleached white (about 1/4 up from that, it has the typical green coating) and the edge of the PCB connector is slightly rounded. On the other carts, the edge connector has complete sharp/square edges and the PCB is.. normal(?). Not bleached/bright white. Just the normal gray-ish/dirty white and of course the normal green coating right past the connectors. I thought that was strange, being that they were both activision proto carts and from the same year. Or is that nothing out of the ordinary?
PS: I haven't taken the carts apart as I don't want to ruin the label. I'll let whoever wants to buy them decide if they want to do that or not.
-
What's with the code on the board?
Just some PC-Engine code I was working on a couple of months back.
So the red label carts are Colecovision? I haven't seen Coleco or 5200 carts for over 20 years. I saw a post/forum describing the same proto carts as 5200, so I just assumed.
-
Ok, I took a pic of the set. <pics>
I see 4 Atari 2600 protos and 2 Colecovision protos, all look real.
But I must ask, what is it with the white-board with the 6502 code snippets on it?

Wait. Four 2600 carts? Now I'm confused (and embarrassed).

Ignore the white dry/erase board. It's just easier to take pics on

-
-
I'm assuming these are prototypes from what I've seen of the same pics from a google search.
2600 carts:
Pressure Cooker
AZ-032
Space Shuttle
A Journey Into Space
AZ-033
Both carts have the Activision logo molded into the back of the cart. A solid purple-ish shiny blank label, with a white rectangle paper label/sticker with printed characters.
5200 carts:
Pitfall II
VS-008
H.E.R.O
VS-005
Keystone Kapers
VS-004
Zenii (yes, two i's)
VS-007
Carts *don't* have the Activision logo molded on the back of the carts. The labels are also solid and shiny/blank like the 2600 carts but are red, with printed paper labels/stickers.
So these are in fact prototypes? Should I provide some pics to go along with the description? The reason I'm asking is that I'm most likely going to put them up for sale (out of work for medical reasons, need to pay bills <- yeah, I'm that guy
). I hate to sell them as I've never owned a prototype cart before, but priorities fall in line. So anyway, I want to make sure I have the correct description of them before posting about them for sale.Thanks,
Tom

Is slow motion bad for game consoles
in Classic Console Discussion
Posted
Oh, how nice.