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Chilly Willy

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Chilly Willy last won the day on February 28 2013

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About Chilly Willy

  • Birthday 08/24/1965

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  • Gender
    Male
  • Location
    The Heart of NASCAR
  • Interests
    Tennis
    Bowling
    Programming

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  1. Just looking at percom schematic you scanned. Can you please rescan the lower right corner and send that to me, ie the block with percom name, etc.

  2. Yes, quite so. I started off with a stock A400 with the cassette drive. I immediately got the 32K memory card for the A400, and a BKey keyboard to replace the stock keyboard. I later got the Mosaic 64K memory card for the 400/800, and a Percom floppy drive. I used a Sony Trinitron TV to make the RF look as good as possible. Still have that old TV... and the 400, of course. It's retired with dignity after having faithfully served so many years.
  3. My family used to play four player MULE on my A400 back in the day. You WANT at least two players to collude on prices in the final round. It's the only way to get a fantastic finish. What you want to do is try to claim as much of the high and medium crystite plots as possible, and to put them all together in blocks as blocks of plots produce more than individual plots. One person needs to take one for the team/colony and make food and energy. For the very last round, buy as much extra energy and food as you can, and switch EVERYTHING to crystite, no matter whether the plot has any on it or not. Then in the last round auction, you need a player with at least one unit of the resource to sell, and one player with the most money to buy. The INSTANT sales are allowed, RUN FOR ALL YOU CAN AS LONG AS YOU CAN pushing the price up as high as possible. At the very last second, the other player will sell one unit. Do this for EVERY resource. However, crystite increases by 4 in the auctions, so you can drive its prices higher than anything else, which is why you want to focus on it the last couple of rounds. The worth of the colony is the final round auction price for every resource multiplied by how many of the resource everyone has. Driving the price as high as possible for everything in the final auction makes for insane scores for the colony... or the colony fails if pirates come and take all crystite, or the one player making food and energy gets hit in the last couple rounds. So there is some luck involved, but four players colluding can make insane colonies, and even two players can make really great colonies.
  4. Never saw the 3DO version. I saw quite a few ports of 3DO games to the PSX, like Gex, They were fun games, and if I had had a 3DO, I'd have gotten them for it. I just couldn't see plunking down $700 on a console at that time.
  5. I loved the PSX version of Road Rash... always keep meaning to try the SCD version to see how it compares.
  6. Vic and I are still working on it. We're close to the next major update, but still no bunny at the end. 😎 I think the bunny ending was removed from the Jaguar version (and all related derivatives) was for space reasons. It's a pretty BIG background pic that was deemed not important. The main thing we're waiting on before the release is the fix of the levels with the Cyber Demon and the Spider Mastermind.
  7. The Atari 400/800 POKEY directly drives the serial lines of the peripheral port. A couple years of heavy use can wear out the serial drivers in the POKEY. The rest of the POKEY works fine, but nothing on the peripheral port will respond until you replace the POKEY. I wore out two POKEYs on my 400 before finally retiring it.
  8. Sega of America wanted a low-end extension of the Genesis since it was super popular in the US still. They saw a market for low-end vs high-end, and the Saturn was going to be VERY high-end, well out of the range of most of the Genesis people SoA was trying to keep in the Sega camp. Sega of Japan wanted everything else to go away so they could force everyone onto the Saturn. No backwards compatibility, all new game library to build from scratch, and pricey new hardware. While SoA did win in their bid to get the 32X, and it had a phenomenal launch, SoJ bollixed things up royally by killing support for almost every other Sega platform out. And it's easy to imagine what Doom 32X should have been like if Sega had given it the time needed to be done properly - just go get Doom 32X Resurrection and try it. That's what Sega COULD have done if they weren't in a tizzy to get Doom 32X out before Christmas. https://doomwiki.org/wiki/Doom_32X:_Resurrection
  9. The key to enjoying Chaotix is to completely forget that it's related to the Sonic franchise. Treat it like a completely independent game, and don't expect it to play anything like any Sonic games, and maybe you'll like it better. I certainly do.
  10. I used an Olivetti JP101 Sparkjet printer hooked to my Percom parallel port. Was a great printer. So great, I kept using it with my Amiga 500 (had to write an Amiga printer driver for it). The JP101 looks like this: http://chrisacorns.computinghistory.org.uk/8bit_Upgrades/Acorn_JP101.html
  11. All his games are fun. That one is one of my favorites, along with Necromancer. I actually got Necromancer on cassette - it took FOREVER to load. 😄
  12. Star Raiders was great fun, and I played it a lot (still do), but I put the most time into MULE. It's especially great as a true multiplayer game. Up to four players on the 400/800, and we often colluded to make some remarkably rich colonies. The game that "wowed" me the most? Probably The Eidolon. Fractal caves with cell animated enemies? One of the greats. Rescue on Fractalus would be a close second to it.
  13. The specs for twee v3 are here: https://github.com/iftechfoundation/twine-specs/blob/master/twee-3-specification.md
  14. It depends on what you mean by "window is shrunk". DOS Doom runs full screen at 320x200 or 320x240 in Mode X. It pretty much drove Mode X as a feature for VGA cards. When you shrink the draw window so that it shows the textured border around the display, it's drawing less than 320 columns. DOS Doom also had "Detail" modes: high detail was up to 320 columns, while low detail was pixel doubled just like the Jaguar and 32X ports. Low detail was often used on 386 systems to help keep the speed up. If DOS Doom is running in low detail, it's no different in how much it draws at full screen - 160 columns. If it's running in high detail, then yes, it will always be more columns than the Jaguar is drawing. I'd like to see how the Jaguar version ran at 320 wide. Doom 32X Resurrection is pretty good in 320 wide mode - at least as fast as the original was in 160 wide mode.
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