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Tanrunomad

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Everything posted by Tanrunomad

  1. Prices for that copy seem to range from a few hundred to as much as $3,605 (although that same copy was resold for several hundred dollars less years later). Still, is it the most expensive VIC-20 game around? The last original and complete Akalabeth sold for $4,900.
  2. Not my auction, but one worth watching I'd say. http://www.ebay.com/itm/1980-Apple-II-Akalabeth-World-Of-Doom-Adventure-Game-California-Pacific-Computer-/131352916585?pt=Video_Games_Games&hash=item1e953e7269 http://www.ebay.com/itm/1981-Ultima-Apple-II-Original-Version-California-Pacific-Computer-Game-Progame-/201220915348?pt=Video_Games_Games&hash=item2ed9b38094
  3. I'm sadly lacking in my Sierra games collection. I used to own a lot more, but my dad gave my collection to goodwill when I left for college back around 2002. I now just have Goldrush, Silpheed, Thexder, King's Quest II and I think maybe one of the Space Quest games. I really want to get my hands on some of the early Sierra titles, like 1980-1984 era, but they're difficult to find.
  4. Ever since picking up a SWTPC 6809, I've wanted to restore it and program on it, just need to make the time. It has more addressing modes and 16-bit features than 6502. Perhaps it will be the first game ever made for that computer. The Vectrex gets all the 6809 love...
  5. The only games that come to mind (that I actually wanted to finish): Game Boy: Castelian Castlevania: The Adventure Commodore 64 / Apple II / Atari 8-bit: Drelbs Manhunter: New York NES: Tetris (Max it out)
  6. So sad and so true, but it's still nowhere near as ridiculous as Fry's! Talk about overpriced! I buy 99% of my electronics online now, have for years, but I still have need for Radio Shack every now and then for basic audio accessories and wires or to buy some LED lights or something. One huge perk about Radio Shack is their return policy, no questions asked. When I went to the UK on a business trip I had to get a plug adapter and the guy at the store was like "just buy it here and return it when you get back" and so I did. Can't do that through eBay.
  7. Rogue Clone III was ported to the IIGS, although I've never played it: http://macgui.com/downloads/?file_id=10710 For the Apple II, there's Dungeon! (1982) and Beneath Apple Manor (1978).
  8. This might explain a lot actually. I recall when I was making my video review of the Mockingboard, at least 5-6 games not working with it. The ones I listed above just happen to be the ones I remember specifically. So in addition to dealing with specific versions of games, we now also having Mockingboard-version variables to deal with! I wonder if some of the clones are more compatible than my original rev D card.
  9. I could actually understand G.I. Joe being mistakenly listed because it has some impressive music and sound effects by Apple II standards.
  10. This might be helpful: http://www.google.com/url?q=http%3A%2F%2Fwww.downloads.reactivemicro.com%2FPublic%2FApple%2520II%2520Items%2FHardware%2FMockingboard_v1%2FMockingboard-v1a-Docs.pdf&sa=D&sntz=1&usg=AFQjCNFRHZZ7mUqvodpNwxAjwZZ_ADaclQ Despite being listed as Mockingboard compatible, I have been unsuccessful in getting the following games to use my mockingboard rev D: Lancaster, Thunder Bombs, and G.I. Joe. Unless someone can show me otherwise, I don't believe these work with the mockingboard.
  11. Nice! Love me some Galaga. It's the only standup arcade I own. I can't recall any "Galaga clones" per se, but there's plenty of games out there with similarities like Alien Rain, AE, Space Quarks, Sputnik Attack, Bandits, and dozens more. On the IIGS there's a wonderful little gem called Space Cluster. Of course there's also Galaxian itself, which is essentially Galaga minus the bonus stages and dual ships.
  12. Nice you see you here and love your game. What's funny is that at the exact same time you were developing flapple bird, I was making Surf Shooter for the Android platform. Took a span of about 6 weeks to make, mostly consisting of 30 minute chunks whenever I was either not working or not on baby duty (I have a 3 month old) and I think I released it the day after flapple bird. Pretty funny.
  13. Well there's one more Apple II game to add to the list, a new Flappy bird clone called Flapple Bird by Dagen Brock.
  14. Not mine, but wanted to let you all know Dagen Brock has released Flapple Bird for the Apple II. Very nice job, too! Game image and source both available from the YouTube description in this video:
  15. Closing in on 2,000, but that's a long way off from 16,000. How many do you estimate there are TMR? I'm thinking after type-ins and disk magazine publications, it's somewhere around 5,000.
  16. Looks cool! I have a SWTPC 6809 that I'll eventually need to repair, but once I get it up and running, I'd love to start messing around in 6809 assembly. I only know 6502, but I understand 6809 is far superior with an improved instruction set, 2 accumulators that can be combined into a 16bit register and other 16-bit features. I'm not familiar with Vectrex programming, but is it basically all done in some assembler using 6809 code? Or are you using modern tools and writing in something like C that compiles it into 6809? No judgement if you do.
  17. The Apple III had very few games made for it and could only run 48K or less Apple II games in emulation mode (so basically only very early stuff). Like Bill mentioned, it was color-capable, but not easily done and to be honest I only recently discovered it was even possible at all. It would be great to have a new homebrew Apple III game that truly took advantage of its capabilities though.
  18. The IMSAI 8080 was an Altair clone. That linked article calls it an IMSAI 8800, so not sure how reliable it is.
  19. T & C Surf Designs. Here was my first time maxing out the game:
  20. That is definitely a huge convenience. I confess I sped up my emulator to quickly assemble my code But (and this might be my ignorance speaking), I assembled my code quite often because I was and still am a novice programmer and made lots of mistakes that I wanted to check for, but I figure a professional Atari programmer would assemble far more seldom since they could practically write out their code on paper and just type it in the assembler when ready. I know hindsight is 20/20, but if you're given the task of writing an Atari game in 4-6 weeks with no other instructions than it must be based on E.T., why make such a complicated game and not just make a simple action/arcade game...
  21. I'm not sure if that story is true, but I've heard many people use that as an excuse as to why E.T. was such a bad game. I don't get that though. This is an Atari 2600 game were talking about. For someone who knows 6502 assembly and has written multiple games for the system, I can't imagine it would take much longer than 2 weeks to make a full fledged game (assuming it's a simple action/arcade game and not some massive RPG). Hell, I wrote my first assembly game last year in a month and I was learning assembly as I did it, not to mention I only worked on it when I had time after work. Imagine if someone's full time job was programming Atari games! They could probably crank them out in no time. Anyways, that's my 2 cents. I apologize if I have the facts wrong and there were some other restrictions in it like they told him "It must have lots of pits and be cryptic as hell"...
  22. Thank you so much for combing through the list and finding these!
  23. Just a heads up. I've made the spreadsheet available to be updated by anyone who would like to contribute. You can access it from the database page I listed earlier or directly from here: https://docs.google.com/spreadsheets/d/1ggfUzUZDyZJ8LPOpPBOA9AQNBBnF959OdL-2Vs_JCjw/edit?usp=sharing
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