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gliptitude

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Everything posted by gliptitude

  1. heh, old stuff here that i am replying to, but I noticed that you seemed to be pursuing Polar Rescue minus the box. I have CIB and don't care to be collecting boxes. If you want just the box to complete your incomplete cart/overlay I might trade for something. I'm reluctant to trade the manual, but might consider. Loose overlays would be good trade prospect. Would like Pole Position overlay (repro ok), or maybe other more common overlays that I don't already have. Overlays I'd be interested in are Pole Position, Web Wars, Star Castle, Rip-Off, Armor Attack, Bedlam, maybe others. Not sure how you value any of this. I'd be willing to negotiate that. I like money/trade combos, either one of us including money to make it balanced.
  2. "Star Fire Spirits" is available on John Dondzilla's website in cartridge form for $20 (part of Vecmania compilation). Vecmania is available for free download on that site. His website is current and he ships fast. I don't know when this compilation was released, but Star Fire Spirits is not described as a "demo" on the Vecmania page. http://www.classicga...m/vecmania.html I think it says on his site that all of his software is available for free download, so I don't know that ROM availability is any indication of the project's status or level of completion.
  3. I'm new to the Vectrex scene and atariage.com has been my main source of vectrex conversation. There's definitely still people doing stuff but I haven't managed to find anything like an active community to chat in, outside of this website. Several people who still develop and produce new vectrex games/hardware have been active in atariage forums. This might be the best source for Vectrex talk. ... I respond here in this thread because I had some ideas for a Battlezone Vectrex game. I have no inside info on the release, but I did see that it was Christopher Tumbler who had produced a demo, that all the "news" was quite dated and never described as anything more than a demo. I'm imagining a custom control panel with two direction sticks. Also imagining a screen overlay that has opaque areas that divide up the screen, frame the meters the way some of the Battlezone arcade cabinets do. I've never seen this done on the Vectrex, and I think it would be a great novelty, dividing the screen into a play area, then smaller "windows", possibly a map window also. It seems like a dual stick controller would be doable since the regular Vectrex control panel already has 4 buttons. I guess for something custom for a Battlezone game, the 2nd stick could just replace 2 buttons, for forward and reverse, and then have 2 available buttons remaining for firing. ... I think it would be better though to make the 2nd stick complete replacement of the 4 buttons, so that it could be used for other games. With "button 1" at the bottom, going around clockwise from there, and each diagonal position equaling both buttons that it is in between. This would make a nice controller for I, Cyborg, which has an otherwise difficult control scheme in my opinion. Would make a nice controller for future games with a directional shooting control, like Black Widow. ... Is this pretty much how a digital signal for a stick or D-pad is laid out? Would this work? Would it be incredibly difficult to work out the diagonal positions so that it works reliably (successfully pressing 2+3 at the same time, 3+4 at the same time, etc.)? ... Next, if you made a controller of this design for the purpose of playing Battlezone on the Vectrex, you would be out of buttons for firing. Is it feasible to program a game that used a second controller to provide additional button inputs? Perhaps the single dual stick controller could have 4 buttons, or 1 assignable button, and then two leads to plug into the Vectrex controller ports. Sorry, but I'm an idea peddler. I'm sure my lack of technical knowledge is apparent. But I have fun with it.
  4. I, Cyborg is an incredible post GCE game. It's a bit challenging, but I have never seen a homebrew Vectrex game, or an original GCE game, with as much depth as this. It is a bit too difficult for my taste and the controls are kind of obscure, but the production as a whole is a work of art. Majority of homebrew games are clones, as far as I have seen. I, Cyborg is unprecedented. Totally inspired celebration of the vector.
  5. 1) vectrex system 2) 5 original vectrex overlays (I think these are essential and I value them more than the CIB games I have them with) 3) ICO ps2 4) I, Cyborg cart #290 5) Marvel v Capcom ps2 (will be replaced on list by older vectrex multicart with dip-switches if I ever get one)
  6. edit > i want vecmulti and see now it is sold out.
  7. Thanks for the good words Jason The overlays look great, VectrexMad! I'd like to acquire them in the near future. I'm looking into producing overlays myself and I was wondering if you'd mind sharing some details of your experience, or if you consider these to be proprietary secrets? I'm most interested in producing original designs, so i think mine is different territory, not in conflict with what you are doing. A friend of mine does some screen printing in his art studio, mainly a small newsprint self-publication, and clothing/textiles, I think using mostly commonly available and indiscreetly chosen paints. I haven't gotten a chance to talk to him about this yet. Do you think that overlay printing is radically different from other screen printing projects? Would manual production of 200 quality copies in an art studio be outrageous?
  8. The small number of vectrex forums i found did not look as active as the vectrex threads on atariage. I have found lots of technical material for download though. ... I've noticed several major contributors to the vectrex homebrew scene participating on threads on atariage in the past. ...
  9. Thanks for your input GroovyBee. I don't propose spending considerable amounts of money on anything anytime soon. Just saying that IF a project materialized, i would be serious about bringing it to production, and willing to work and sacrifice to make that happen. I'm totally inspired by this system and what I see other people doing with it, DECADES after it was introduced, and see an opportunity with some aspects that haven't been thoroughly explored yet. Like many programmers I think, my payoff would be a playable game PRODUCT that was presentable and viable as a credential for gaining other exciting projects and (jobs), and also just a cool thing to accomplish. ... I think I will be starting a new thread on here shortly, for kindred Vectrex fantasies, like what I mistook this thread for initially, a place to bounce ideas.
  10. Heh, dead thread, but it interests me so... 1) Web Wars (vectrex) 2) Battlezone (arcade) 3) Space Duel (arcade) (best looking Asteroids type game in my opinion) 4) Fortress of Narzod (vectrex) 5) Asteroids (arcade) I can only claim to have encountered vector graphics in retrospect, after they were "surpassed" with better hardware. Have only played Space Duel on my iPad, but my introduction to vector games was an awesome exhibit at the Museum of the Moving Image in Queens (NYC), (then the "American Museum of the Moving Image") in 1997, in which many old game cabinets (mostly vector graphics) were displayed and playable. It made a big impression on me, which was reprized recently when I played the Atari Greatest Hits games on the iPad, which led to my discovery (and acquisition of) the Vectrex console. Web Wars immediately entered my pantheon of Best Videogame Experiences Ever, (Ico, Shadow of the Colossus, Bionic Commando, Advance Wars Dual Strike, WEB WARS...) Coming from a point in time when the NES was the major videogame phenomenon of my childhood, and the subsequent advancement of video games was perceivable to me growing up, the vector games represent to me the most essential presentation of video games. I'm anxious to substitute a game that I haven't played yet, such as I, Cyborg, in place of Asteroids on my top 5 list. But I include Asteroids presently because of it's immense influence, although it is sufficiently represented by Space Duel already. Among the small number of games listed in other people's entries in this thread which I have not played, Star Wars is the only standout that I haven't played or even seen. But Star Wars and even Star Wars influenced games are kind of disqualified by me for idiosyncratic reasons. I love the vector!
  11. Heh, dead thread, but it interests me so... 1) Web Wars (vectrex) 2) Battlezone (arcade) 3) Space Duel (arcade) (best looking Asteroids type game in my opinion) 4) Fortress of Narzod (vectrex) 5) Asteroids (arcade) I can only claim to have encountered vector graphics in retrospect, after they were "surpassed" with better hardware. Have only played Space Duel on my iPad, but my introduction to vector games was an awesome exhibit at the Museum of the Moving Image in Queens (NYC), (then the "American Museum of the Moving Image") in 1997, in which many old game cabinets (mostly vector graphics) were displayed and playable. It made a big impression on me, which was reprized recently when I played the Atari Greatest Hits games on the iPad, which led to my discovery (and acquisition of) the Vectrex console. Web Wars immediately entered my pantheon of Best Videogame Experiences Ever, (Ico, Shadow of the Colossus, Bionic Commando, Advance Wars Dual Strike, WEB WARS...) Coming from a point in time when the NES was the major videogame phenomenon of my childhood, and the subsequent advancement of video games was perceivable to me growing up, the vector games represent to me the most essential presentation of video games. I'm anxious to substitute a game that I haven't played yet, such as I, Cyborg, in place of Asteroids on my top 5 list. But I include Asteroids presently because of it's immense influence, although it is sufficiently represented by Space Duel already. Among the small number of games listed in other people's entries in this thread which I have not played, Star Wars is the only standout that I haven't played or even seen. But Star Wars and even Star Wars influenced games are kind of disqualified by me for idiosyncratic reasons. I love the vector!
  12. damn dude! NES has so many great games. That's what makes it such a great console. Gyromite is not one of those games. Super Mario 2, Bionic Commando, Megaman series, Excite Bike, Zelda, Goonies 2, Punch Out, RBI Baseball. ... These are just some of my personal favs. Of all game consoles EVER, NES is hands down the best supported with an amazing game library.
  13. Will probably buy PS3 to play Last Guardian. Wouldn't otherwise buy it, but if I buy with Last Guardian I will eventually pick up Ico Collection, Bioshock and a maybe a few downloads. I only keep my DS because it plays Advance Wars Duel Strike. Have several other decent games, but only Advance Wars justifies keeping the system for me. Meanwhile I am keeping my Gameboy Micro 20th anniversary edition for ZERO games, considering the DS plays everything the micro plays. That red and gold micro is just too slick to let go of.
  14. Does this or any of the multicarts have a save state function? I was wondering if I got one with the old animation program on it if I could use it with one of these new lightpens that are available to make some visuals that I would be able to keep and show people, (i'm assuming the original animation program does not have the ability to save or export work).
  15. I love web wars I would always flore it(think it was max of 210 or 240m) and die instantly XD Yes it is awesome how the whole thing speeds up, the audio too, when you move forward in the "web". I usually prefer to try to collect the trophies and points, but if my game goes bad I too revert to flying as fast as i can and dodging enemies until I die. The objective of the game engages me though and there is almost nothing about the game that I don't love. I was looking for a highlight of my new love affair with the Vectrex and Web Wars is definitely it. I think people's taste in Vectrex games varies, but Web Wars (the overlay is a must) is absolutely essential. It's just a beautiful game. For me it is definitely right up there in my list of all time console favorites: Ico, Shadow of the Colossus, Bionic Commando, Advance Wars DS, Zelda Link to the Past, Phantasy Star I and II, Marvel v Capcom 2, Super Mario Strikers, RBI baseball 3, ... WEB WARS!
  16. Thanks for replies all. With the actual production costs of the game, after the game rom has been produced, overlays and packaging are not overwhelming to me, and it is mainly the cartridge that concerns and mystifies me. I have some access to screen printing equipment and a friend who can at least advise me if not actually collaborate with me, in this type of printing process as well as others. In making an original CIB edition of a vectrex game, say 50 to 200 copies, I would definitely anticipate producing the printed materials myself (rather than contracting a commercial printer), spending a significant amount of my money on the materials. If I participated in the development of a game to the extent that a programmer actually completed the software to a point that we were both satisfied with, and still retained an idea that I could claim some authorship of, I can easily see myself spending $1000 or more on materials required for me to produce 50 to 200 decent overlays and boxes by hand. The craft in producing these things with a consistent result is not completely foreign to me. The large amount of work it would require for me to flesh out the details and commence volume production and test the results, would certainly be justified to me if the game was completely ready for cartridge production. At least one cartridge of the game would have to exist before volume production of the overlays would happen, to spec the design(s) and make sure overlay and game lineup, have proper color density and effect etc, figuring out all the right quantities and processes. Would of course want to know that volume production of the cartridge is doable (with consistent results) before making everything else. ... With cartridges in general I had previously assumed it was a lot different than printing to media, that any game cartridge would require some unique engineering - physically, unless it was really just a flash cart or something. But after seeing John Dondzila's page, that he can put any legally accessed Vectrex software on a Vextrex cartridge, and also after buying two of his advertised carts from him that he apparently makes to order (for a reasonable price), I began to think that the transition from ROM to cartridge was not an incredible hurdle. It was on his site too that I saw that cartridges could vary in size. Personally, I don't care to push the envelope or break any boundaries in terms of technical specs, just want to figure out how to best communicate with the programmer, direct him/her to what has been done before and what is available. Is there a standard or more than one standard of cartridge that is most accessible? What sort of expenses could be involved in the volume production of cartridges? What are the variables in terms of cost? How much of this would have to be custom to a new game? Can this end of things (cartridge production) be simplified by deciding on a particular cartridge/process/service before beginning to program the game? What would that service be and what might it cost? A couple of friends with different qualifications than myself are interested in working on something like this with me and I'm trying to get better ideas of the potential costs involved, anticipate the scale of the thing, narrow my concepts etc., anticipate whether or not I would require a specialized programmer besides my friend(s), whether or not having multiple programmers in a project like this is a bad idea. ...
  17. does the relative abundance of memory these days (vs. 1983) enable the cartridge to compensate for any of the shortcomings of the console? from what i understand a much 'bigger' cartridge can easily be used today. does that allow for a 'bigger' game?
  18. does the relative abundance of memory these days (vs. 1983) enable the cartridge to compensate for any of the shortcomings of the console? from what i understand a much 'bigger' cartridge can easily be used today. does that allow for a 'bigger' game?
  19. Yeah I get it that making screen overlays is not programming, and programming is what determines weather or not it exists at all as a game, and that programming takes enormous amounts of time compared to overlays. That doesn't explain why so many of these prolific homebrew carts lack them though. It would seem essential in achieving that satisfaction of the product in your hand at the end of the road to me. Maybe I'll practice making an original overlay for an existing homebrew game first, or just replicas for vintage games, which seem to be in demand, and if it goes well bargain with people based on that. The package and all the art stuff is not beyond me either. Can you explain more what you mean by 'getting the game idea into something the vectrex can handle'? ..and how that might differ from what I had otherwise been thinking? My ideas were otherwise directed generally by what has been done before, in terms of scale and speed and number of things going on at once, number of things active at once, apparent level of activeness/interaction etc, degree of variety in levels... I have definitely noticed just this morning the issue of vector thickness in the feel of a game, with some disappointment, when I played my first homebrew cart. Lines look too thin, not as good as they did in the youtube video, and kind of cheapen an otherwise impressive game.
  20. thank you very much for your replies GroovyBee. I do appreciate it. I did just go and read the initial post of "idea peddler" guidelines in that thread you linked, most of which I thought I had already anticipated. I think I mistook this thread as a general forum for vectrex game ideas when it actually was just proposing that StrongBadZone get ported to the vectrex, so maybe not the appropriate place for me to bounce ideas around. ...I'm not ready to convince a programmer of anything. Was just thinking that a great pitch could involve images that display on a real vectrex, since the look of that system's graphics is so distinctive and luminous and ill-represented in drawings or paintings. Especially since my ideas involve the effect of colorful overlays, it would be important for me to demonstrate the real look of that to a programmer (or anyone else i want to help me with it) in order to convince him/her to be excited about the prospect. Maybe what i could do is draw animated frames in photoshop, white lines on a black field of similar proportions and resolution of the vectrex, sequence the frames on the computer for a movie file exported to video, then set up a black and white television the same size, or cropped to be the same size as the vectrex monitor, with some simple hardware to hold my mock-up overlays in front of the video playing on the screen. ... Or maybe if one of these multi-carts have flash memory, I could make some animations with the light pen and the old animation program, with the ability to save numerous sequences for presentation. Thanks for breaking down what a game "specification" should include. That's useful. I'm getting more curious though, about what motivates programmers. I had imagined that they were creative people who would want to bring a lot of their own ideas and tastes to any project, rather than spend all this time executing someone else's fully realized plan, especially for a game for an antique system like the vectrex, where there could only be a marginal prospect of any commercial success.
  21. I don't have any programming experience, and I am aware this makes me unqualified to make a video game. I don't know any programming language. ... That's why I thought making a non-playable movie demo would be useful, help possibly convince a programmer to collaborate with me if I was able to do enough design work and make it look like a compelling enough project, already realized to some extent, for him or her to want to work on it. I'm not sure how practical any of this is, especially with no or low money investment and low prospect of commercial success. I have a friend who might be capable and eventually convinced to do programming work for a game, but I don't see the project going anywhere without a substantial and articulate initial presentation by myself. I thought making attractive images and animations appear on an actual vectrex, behind an overlay, would be ideal.
  22. I'm fantasizing about making a vectrex game prototype and wondering if anyone knows what might be within my ability. What I was thinking was that i could make a non playable visual/audio demonstration (movie), depicting the gameplay. I would want to get it to at least a playable file on a vectrex emulator, but ideally all the way onto a cartridge so I could mess with overlays. Is there potentially a developing environment for just a non-interactive "vectrex movie" that would be a graphic interface rather than actually writing the code?
  23. I've been trying to think of new vectrex game ideas and I was thinking it would be cool to utilize the overlays more comprehensively. Lots of homebrew games pretty much write the overlay aspect off, but the colors are a huge part of what makes some of the old games look so wonderful. I think I saw the Vector Pilot game was an exception with a great colorful overlay. ... But I think it would be cool for a deeper game, with more than one screen configuration and have MULTIPLE overlays, different layouts for different "worlds" in an adventure/quest game. For a quick shooter this would seem a pain in the ass, but for a deeper game i think it would be compelling interaction, possibly provide incentive to the player to reach the next graphic/color scheme for example. ... On another note I think the vectrex games with a third person/perspective/3D playing field look the best, and that should be a priority for an outstanding homebrew game.
  24. I just picked up a vectrex with some games and it is everything i hoped it would be. My favorite that I've played on an actual vectrex is Web Wars, 2nd is Fortress of Narzod. Both of them are very stylish and nice looking, pretty unique games, with a convincing 3D aspect to them.
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