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About badinsults

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    Space Invader
  1. You have a lot of nerve coming in here and trying to play the victim. The Retro VGS was your business venture. The fact that this failed is 100% your fault. Nobody believes your lies. I mean, so far, you have blamed everyone else involved in this whole mess, but remember, you hired or brought these people aboard yourself. It is incredulous that you still refuse to take any responsibility. You should count yourself lucky the sleuths on this forum uncovered all this stuff, because if your crowdfunding campaigns had gone ahead and was successful, a lot of people would have been after your head after this system inevitably became vaporware. The way you shuffled money around from your various other ventures, it looked like a Panama Papers style offshoring scheme. I could see lawsuits.
  2. I actually have these in the article, so I guess I covered my bases!
  3. I thoroughly enjoyed following the Retro VGS/ Coleco Chameleon threads on Atari Age, and it got me thinking about the ways that we talk about video games in the gamer community. Atari Age appears to be one of the only gaming forums from the "golden age" of forums (the early 2000s) that is still active. I kind of lament about this, because I think that message forums are an ideal way to share experiences and information about video games, in a troll free environment. Anyways, I have written an essay on the changing nature of video game communications, I hope that people find it interesting. Writing it was inspired in part by the Coleco Chameleon debacle, so I thought people here might be interested. http://www.snescentral.com/article.php?id=1093 As I mention in the article, I don't really have any focus on pre-crash era communications, as this happened before I was old enough to know about video games. I apologize in advance if people think this is a major oversight, the article was already quite long!
  4. I think in the end, Mike Kennedy was just an ideas guy. Sorry, There Is No "Idea Guy" Position In The Game Industry Mike Kennedy could not code. He obviously did not know anything about hardware. He could not make even a simple game, or even produce a decent marketing campaign. He obviously did have some skills in producing a community of gamers to support his previous ventures, but he did a poor job nurturing that.
  5. This may have flew under the radar, but for completeness in this tale, I found out that Mike Kennedy tried another IndieGogo in the past. He tried to raise a bunch of money for GameGavel, but it must not have got too far. https://web.archive.org/web/20120507022859/http://www.indiegogo.com/GameGavel It was flexible funding, so I assume that he got whatever amount was ultimately pledged. I couldn't find an archive of the completed campaign, though. There were a few posts on this on various forums (such as DP), but it didn't really attract any attention.
  6. Lobo was supposed to be released in 1996 by Ocean, but ended up being canned. Probably because in 1996, the market for 16 bit games was diminishing, and that the game was pretty crap. Anyways, the SNES version of the game found its way out in the form of a bootleg last year. I got my hands on one and made an article about it: http://www.snescentral.com/article.php?id=0093 Two notable things: this version of the game is clearly not complete and the bootleg is also pretty poorly done. It is kind of sad that this is how unreleased games make it out there, because the people making these bootlegs are basically exploiting the community with their poorly made, high priced products. If you must play this game, go with the more complete Genesis version. Or better yet, don't bother and instead play something like Street Fighter II.
  7. Don't know how many people go to Digital Press now a days, but a Coleco Chameleon shill (most like Mike Kennedy or a close associate) is posting in the thread there. Pretty hilarious stuff. http://forum.digitpress.com/forum/showthread.php?174020-RetroVGS-Coleco-Chameleon-New-Retro-Console-Epic-Disaster&p=2036009&viewfull=1#post2036009
  8. I know I am a bit late to the game (real life and stuff), but I have written an article detailing why the Retro VGS failed, and offer some ideas on how it could succeed: http://www.snescentral.com/article.php?id=1085 I've been enraptured by this thread, even though I am not an active poster. I think this campaign was the ultimate triumph of hubris over common sense.
  9. Yet another Prototype up! Tony Meola's Sidekicks Soccer
  10. Buy a 3.8 mm security bit. Seriously, they only cost a couple of bucks, and it makes is so much easier to clean games. It also works with NES carts as well. I use a soft white eraser to clean the contacts. Plus then you can see if there is any internal damage that might make the game not work. I've opened up some carts to find that entire resistors corroded away, but the contacts looked fine.
  11. Got another one up! The Flintstones - The Treasure of Sierra Madrock
  12. There was no PAL release of Super Copa. There is a version of Super Copa that uses a standard US label, and the Playtronic version which was released in Brazil. The Playtronic version is a label variant, there is no difference in the game ROM. If you look at the PCB scan of Super Copa I have posted below, you will see that it uses a standard NTSC lockout chip (D411A), and has a US region code on the ROM (SNS-75-0). There is nothing mysterious about this game, except that it didn't get much of a release in the US, so it is a bit hard to find. Sounds like you got a bum cart. You will likely have to polish off the connectors (with very fine grit sandpaper?) if there there is no visible damage to the PCB.
  13. I couldn't be that terribly hard.. every emulator I have seems to run all my SuperFX games pretty well. Hell.. Ironically, I can play Star Fox and Star Fox II on my Wii under the homebrew channel. But maybe we'll get lucky, and some future Star Fox game will see the official release of Star Fox II as a bonus. It is incredibly difficult. Accurate Super FX emulation hasn't existed until about two years ago. Something like zsnes displays Super FX games, but play far too fast. Try the Super Starfox Weekend game as an example, the timer should be 30 seconds or less by the time you get to the bonus stage, but on an emulator you have way over a minute. Even using official Super FX documention did not make things easier.
  14. Basically, the people who did the platforming sections of Star Fox 2 went on to design Super Mario 64.
  15. Just to note, despite spending a lot of time digging, I have yet to find any credible evidence that Super Mario FX ever existed in any form. I believe rumors of its existence stem from interviews by Miyamoto and Dylan Cuthbert saying that many of the ideas used in Star Fox 2 made it into Super Mario 64. I think this is one of those cases where some guy made the rumor on a website, it got referenced on Wikipedia, and larger games websites picked up on that, and now Wikipedia references those larger games websites. There is no reason why they couldn't put Star Fox 2 on the Virtual Console, considering the game is 100% finished. I imagine that the figure they couldn't make back enough money to justify programming the Super FX emulation. The Super FX requires very specific timing and that might prove difficult to emulate. That said, Star Fox 2 is one of the most fun games on the SNES, and I think that it is a mistake to leave it hidden.
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