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Nathan Strum

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Everything posted by Nathan Strum

  1. Here's a YouTube video showing the first couple of rounds of Turbo Arcade (be sure to watch at 60fps):
  2. Not gonna wear the little green hot pants.
  3. Update: 5-21-21: "Not a SuperCharger Game" revealed as Champ Games' Turbo Arcade on ZeroPage Homebrew. And it was "Not a SuperCharger Game" because, well... a Turbo is not the same thing as a SuperCharger. (As an aside, I've been dropping some hints in my Status Updates now for a couple of months. In hindsight, they're probably pretty obvious.)
  4. Glad you enjoy them! Of course I'll keep them coming, as long as there are games being developed that are being kept under wraps. Wrong one. "Historical Documentary" was the second game we were considering doing alongside Turbo Arcade, before sanity kicked in and we decided Turbo was enough. But the other one is still in the list... so someday...
  5. Yep - I also found it while typing up the above post (here's the specific post). That's the original, un-fixed prototype. To make it work in Stella, you may need to change the controller to Joystick. I think it defaults to Paddles, which do not work.
  6. I posted these links in the chat last night when James' computer decided it could no longer handle the awesomeness of what the 2600 was doing . I had sent these to James to show/link during the stream as a kind of history of Turbo on the 2600, but that never materialized. So here they are now for your perusal/bemusement. Turbo arcade game (video) : I threw this video together really quickly, since a lot of the other YouTube videos either use cheats or are of poor quality, or have too much talking. (I didn't make it to the red bridge though...) Coleco catalog listing Turbo for the 2600: https://atariage.com/catalog_page.php?SystemID=2600&CatalogID=18&currentPage=5 Anyone who ever bought a Coleco game has probably seen this. Along with Cosmic Adventure and Lady Bug, Coleco never actually released Turbo for the 2600. Promises, promises. But Champ Games will have done 2 out of 3 after Turbo Arcade is finished. You're welcome, Coleco! Intellivision version (video) : Avert your eyes! Well, at least they got a version. It did come in handy for one thing: when we were putting the box together for the AtariAge prototype reproduction, we bought a CIB Intellivision copy off eBay so we could scan it. ColecoVision version (video) : This was the only game I ever would've considered buying a ColecoVision for. Electronic Games Magazine "review" of Turbo: https://archive.org/details/1983_Software_Encyclopedia_Number_1_1983_Reese_Communications_US/page/n31/mode/2up From their 1983 Software Encyclopedia. They probably saw it at CES that year. Maybe Coleco sent them a WIP version. Who knows? But this ruined my life because I kept waiting for Turbo to show up for the 2600 for years. Resellers even listed it in their ads in the back of the magazine. But of course, they'd probably just gotten a list from Coleco saying "Coming soon!" Maybe even a flyer... Coleco promotional flyer (at AtariMania) : "Actual game screen may show variation from illustration above." Indeed. 2003 April Fools version (based on flyer): Thomas Jentzsch (and others) conspired to pull off this April Fools prank, based on the above flyer. 2006 Discovery of the actual prototype: Just three years later, the real thing finally appeared. There's a link to the original prototype ROM in this post. AtariProtos write-up about the Turbo prototype: http://www.atariprotos.com/2600/software/turbo/turbo.htm Essential reading if any of this has been of interest to you so far! AtariAge release at CGE2010: https://atariage.com/features/shows/cge2010_preview/new_games.html The prototype (and an enhanced version) sees the light of day in a boxed release. Hard to believe this was over 10 years ago... And finally... The Turbo that never was: My blog write-up about my involvement with the prototype project, my desire to make a better Turbo, and some concept mockups from 2009 that eventually led to, well, this!
  7. Some scenes (the city, tunnel entrance and curved wall) use the PF above the horizon. The city was the first one done, so I never considered not using it. That's how I was drawing everything when those were designed, and I do like the consistency of it. We could throw some sprites in there for extra detail, but we're already using that space for the warning flag, and we may end up putting other sprites up there. There are different transitions: pre-rendered (tunnels, cities, curves); and ones done on-the-fly wiping from one scene to the next. At some point, everything should have one transition or the other (or a combination of the two). We're mostly trying to match what the arcade game does, but have made a few improvements like lengthening the transitions in and out of the curved roads to give you a bit more time to react, and adding a cleaner transition out of the curved wall. Not sure we'll add one into the curved wall or not (there is none in the arcade game). Anything pre-rendered like that comes at the expense of ROM, and we ran out. But as we have the time and space to clean up the transitions, we will. When John first showed me the transition wipes between scenes, I told him, "Okay... you're just showing off now!" I really wasn't expecting to see that. Most of the arcade hills are darker in the distance (the lower elevation): There are a few that are the other way: I suppose either could be correct - it just depends on if you think the crest of the hill (where the car is) is in the sun or the shade. I think having the darker color in the distance helps it feel like it's at a lower elevation. In the arcade game, the hill scrolls all the way off the bottom of the screen. Ours does too (in terms of road width) but the upper-half color does not. The standard color replaces the darker one as the hill scrolls off the bottom. This is what our hills look like now (this is what my Photoshop files look like, BTW): You can see the narrower road being "pulled" all the way to the bottom of the screen. It's really kind of a cool almost "wave" effect. I did suggest that we pull the darker color all the way to the bottom, along with the narrower road: But this was really, really late in development, the display engine didn't support it, and we were trying to get some gameplay in there before the reveal . Also, we'd be "stuck" at a darker color set until we could throw in another transition to get out of it (as shown above). But it's something we'll likely revisit later. I'm still completely amazed John managed to stuff everything into the game that he did, in the amount of time we had. The hills were a pretty late addition (although we had always known we wanted them). I didn't notice the glitch at the time, but I wasn't watching the video much since it was so far out-of-sync with the Zoom call, and I was also trying to read the chat. But it could be James' system (again). It's not there on real hardware (on my systems). The only older Turbos out there are your April Fools version, the prototype (which I don't believe has ever had a ROM release), and the mockups in my blog that I did while the prototype was being worked on. I posted links to those, which I'll post below in another response.
  8. Bummer. Hope you still enjoyed the reveal anyway. Well, you guessed twice... so technically you were only half-right.
  9. Just a few hours left until the new CHAMP GAMES reveal on ZeroPage Homebrew! 6:00PM PT on Twitch!
    https://atariage.com/forums/topic/276956-zeropage-homebrew-twitch-stream/?do=findComment&comment=4827430

  10. Yeah, but you can sleep in. The show doesn't start until 6PM PST.
  11. It sounds better in marketing materials than "if you're lucky". My apartment building is my limiting factor. They're using the original 30+ year-old phone lines as twisted pair. I'm lucky I can get anything. My upload speeds are effectively unusable.
  12. I wonder if Tommy James surgery would do a pitcher any good?
  13. Many early games did use two-line kernels, but single-line kernels are nothing new. Home Run's sprites are single-line. They don't have any color changes so they appear to lack detail, but the sprites in Champ Sports Baseball won't be any higher resolution, they'll just have more color changes and more frames of animation. The playfield-based scoreboard in Home Run (and other early games) also lent to that low-resolution look. We're still limited to the same resolution the 2600 has always had. The ARM just lets us throw more sprites on screen at one time, at single-line resolution, and with color changes. But we're not making it draw anything at an increased resolution. We're just able to make more use of the higher resolution capabilities already there.
  14. For me, it's wish-fulfillment. As a non-programmer, it's still amazing to me that I get asked by homebrew developers to work on their games (both ARM and non-ARM) and create graphics for them. I wanted to do that since I was a kid, but math and I never got along very well, so I went down the art path instead. I really enjoy the challenge of making something recognizable out of so few pixels, and my goal is to push those graphics to look as good as they possibly can. To me, the underlying technology driving the cart matters very little, but if I'm able to get single line resolution, more colors, or extra ROM to store more frames, then that gives me more crayons in the box to play with. As to why I don't work on games for other systems, I don't have any nostalgic connection to them. The 2600 was *my* system, and the one I wanted to make games for back in the day. I got a 7800 when they were finally released, but the game library was anemic and I played more 2600 games on it than 7800 ones. Even though the 7800 has an amazing homebrew library now and I get pretty-much every homebrew for it, developing for it doesn't have the same appeal.
  15. You know... there actually is a label for Venture Reloaded.
  16. Update: 5-17-21: "Not a SuperCharger Game": Most graphics are in place. Preliminary sounds being added. First "somewhat playable" build. Also, note that I added "Game Audio" to my to-do list for the game. Yep - I'm creating TIA sound effects for the first time! (At least as placeholders.) It's certainly a learning curve!
  17. I totally read that as "Gamestop sold out of their entire allotment of seventeen in minutes at midnight on April 30th." But of course that's ridiculous. It would take Gamestop weeks to sell seventeen AtariVCisn'ts. Assuming Atari could get seventeen of them to Gamestop in the first place.
  18. Have you considered adding a line conditioner to your power? A UPS with true sine wave output could also help (I tend to favor CyberPower).
  19. Mine has arrived! I will be checking it out this weekend. Thanks Fred!
  20. Never hurts to ask. At the worst, they say no.
  21. Listening to Steely Dan on Spotify... amazing how unique and timeless some music still is.

    1. Nathan Strum

      Nathan Strum

      That sounds like either a minor league baseball team, or a brothel. :ponder: 

    2. carlsson

      carlsson

      Well, it is on-topic to your status update. They released a new cover song/video today.

    3. Nathan Strum

      Nathan Strum

      Very good cover band! My current favorite is Leonid & Friends. If you like Chicago, you should check them out: https://www.youtube.com/watch?v=9_torOTK5qc

       

    4. Show next comments  24 more
  22. Before your helpful email, I never knew I needed Magnetic Bamboo Toaster Tongs. Thanks, Amazon recommendations!

    1. Lord Mushroom

      Lord Mushroom

      Given that recommendations nowadays are tailored to your needs, you obviously need them. Just be happy they are not telling you you need penis enlargement. :)

       

      A couple of weeks ago I was considering buying a 3-pack of boxers. Now I see those boxers everywhere I go on the internet. :)

    2. GoldLeader

      GoldLeader

      I was recommended to buy some rubber pieces to seal the windows on a '75 Chrysler Cordoba ...Which would seem pretty weird,  unless someone in the future Gives me a 1975 Chrysler Cordoba,  and explicit instructions (Or well they don't have to be explicit,...Maybe implied instructions would work nearly as well)  to make sure and buy some rubber pieces to seal the windows on it...I don't have one of those cars is my point.

  23. Woohoo!! It played!! All the way through, even! Such a relief when those actually work. Hopefully, this will result in a lot of interest (and job opportunities) for our students. The show will still be available at this link until Monday, May 10, 3:55 PM PST: https://watch.redcat.org/landing/REDCAT2345 Eventually we'll post it on Vimeo, once the sponsorship exclusivity ends. And of course, I'll link it here when that happens. Now then... before all of this started, I think I used to have something called a "bed". If I can remember where I put it, maybe I can start catching up on my sleep again.
  24. James - if you want to send me the template you use for cartridges, I'll throw together a quick label and send it to you during the reveal so you have a graphic to put up. You know... just in case you don't guess it correctly.
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