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Nathan Strum

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Nathan Strum last won the day on May 23

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About Nathan Strum

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    Enjoying a sandwich
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    Newhall, CA
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  1. Could you offer an "IKEA option" for those who didn't mind unfolding the box themselves? Maybe at a slight discount?
  2. Congratulations IGN on becoming even more unreadable! I have absolutely no idea what I'm looking at over there now.

    1. jaybird3rd


      When it comes to basic usability, I increasingly find most of the biggest websites—Facebook, Pinterest, etc.—to be completely incomprehensible.

  3. I also documented the cleaning process myself, some years ago.
  4. I'd blame the power supply for the powered USB hub. Power supplies love being noisy. What sort of HDMI cables are you using? Are they crossing any power cables? If you haven't, you might trying an active HDMI cable. I've had very good results with these, especially for long runs.
  5. Or more to the point: Working with the programmer and a graphic artist to get a box, label, and manual designed, proofread and made print-ready (this can take months... so be prepared to wait). Dealing with printers (yes, plural) to get those items printed to a consistent and professional quality (this can also take months... patience is a virtue!) (It's also expensive.) Obtaining cartridge shells (either new or used). Be prepared to spend more money, and wait some more. If using used shells, prepping them by removing the old labels and cleaning them to look like new again, and discarding the dozens that people sold you that were unusable. Obtaining the circuit boards and other necessary components to build the games. (More money. More waiting.) By the way, you don't yet know it will only be 10 carts. So you'd better order whatever you think you *might* need. Soldering the components to one of the boards. Loading the game onto the circuit board (having acquired the necessary hardware/software to do so in the first place, of course). Testing the game on a variety of oddball console variations to make sure it works. Working with the programmer to fix the issues that have cropped up. More testing! Yelling at the printers to fix their stupid mistakes and reprint whatever they screwed up. Keeping all of AtariAge running while this is going on. Prepping the store entry for the game, including photos, screenshots, descriptions and videos. Keeping track of the orders that have come in (fortunately, we're only talking 10 carts here). Making sure you have everything needed for all 10 carts. Yelling at the printers some more (note: for the sake of brevity we'll limit this to only three times, but that's laughably optimistic). Answering emails, forum posts and PMs from the 10 people wondering where their games are. Soldering the rest of the components onto the circuit boards. Loading the game onto all of the circuit boards. Testing every single one of them. Fixing the ones that don't work. You're still keeping AtariAge running, right? Assembling the carts, applying the labels, folding the boxes, adding any extras such as flyers, buttons, stickers, etc. (I just made this one line because it can't be all that hard. ) Making sure you have enough shipping materials for all 10 orders. Packing all 10 orders, making sure you didn't miss anything, and getting everyone's address correct. Don't forget postage! Driving them to the post office and shipping them. What could be easier? It's only 10 carts.
  6. Thanks! I shot that in front of my monitor with a rendering of the box full-screen. (If The Mandalorian can do it... )
  7. Just got this in the mail... thanks Óscar!
  8. They haven't announced that they're going to announce it yet. So they can't announce it, until they have an announcement announcement.
  9. It's about time. I have a list of things that need fixing.
  10. If you haven't, clean the contacts on the cartridges and in the cart slot. Never hurts, especially with Activision carts. A little 91% alcohol and a cotton swab will take care of the cart contacts. I posted a method for cleaning cart slots in my blog. For replacing parts, I'd suggest a re-cap kit first. Then the hex buffer (socket it, if it isn't). Those are easy, off-the-shelf parts to replace. Then go after the bigger chips if the problem persists.
  11. Confirmed - it works just fine! (I keep forgetting to switch my HDTV to "Game Mode" though. Without it, I get terrible display lag which makes everything unplayable. )
  12. Right - that's the flugelhorn's job! (Former) trumpet player here. Still have my horns. Including a vintage rose brass Yamaha YFH-631 flugelhorn (same model Chuck Mangione played... but I could never get that kind of a sound out of it). I suppose I should post something on-topic now. I've probably mentioned this before, but to me, the tools, development environment, programming language or cartridge hardware don't matter at all in terms of the actual quality of a finished game. What matters is the outcome. How much fun is the game to play? How engaging is it? Do I want to play it again, or is it frustrating mess? Having been on the ZPH Award nominating committee a couple of times, I've played dozens (if not hundreds) of homebrews. And what jumps out at me are the details. The details programmers get right, and the details they get wrong. I've played more homebrews than I can count that had amazing concepts and/or cool graphics that catastrophically failed because the programmer reached the "I'm done" point too soon and didn't put in the effort to properly finish the game. They didn't follow through on perfecting the controls or physics or difficulty ramping or enemy AI or other issues that have to do with gameplay that are entirely about programming. Whether they lacked the knowledge or lost interest, the end result was a game that failed to reach its potential. No amount of extra hardware is going to compensate for that. You still have to put in the work, and grind through the tedium of polishing every last aspect of whatever your game is until all of the rough edges are knocked off. And for programmers who don't know how to do that, there are plenty of programmers around here who do, who are perfectly willing to share that knowledge.
  13. This was The Video Game Critic, and he gave the original Super Cobra an "F" long before the Champ Games version came out. He subsequently re-reviewed the Parker Bros. version, but the grade remained the same. (And FWIW, I refer to my Atari games as "Punch Cards". Or just "Cards" if you're one of the cool kids. )
  14. Very cool. Looking forward to adding a HOKEY to my Concerto. (Although James will be sending me the POKEY he... uh... broke. So I'll see if I can revive that.)
  15. You even mentioned in the after-hours stream that you noticed staying to the side helped avoid getting hit. Of course this is the sort of thing that will end up in the manual, but right now, there is none . This is the sort of thing we would've shared during the reveal as the game was played more, but with the mid-show interruption a lot of that fell by the wayside. This is how you deal with it in the arcade game, too. Crashing cars usually retain some of their momentum in the arcade game, but some of them come at you really fast. The key will be reaching a balance where they're still a hazard, but an avoidable one if you're quick enough. There's months of gameplay testing, balancing and refining left to go. Yep. I've noticed that as well. But at least the cars are actually going around corners now. Edit: I see John just beat me to the reply. 🏎️
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