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freewheel

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Everything posted by freewheel

  1. Well, everything in this scene is generally a "limited run" to begin with. You have to order a certain quantity of everything, and re-ordering small quantities gets expensive quick. But I agree, limiting it to jack up prices is pretty skeezy. It does not cost anywhere close to 150 Euros to produce a boxed release unless you're not doing your homework. That being said, 100 isn't as small of a run as some might think. A lot of games take quite a while to sell even that many copies.
  2. This. 100 times this. I'll also add that there's a massive difference (morally, but not legally) to many people between taking something 35 years old, that's long since made a publisher a profit and has been entirely unavailable at retail for 33 of those years... and something that was created a few months ago, by someone hoping to perhaps sell in the near future. Ignoring the "soulless corporation vs starving hobbyist programmer" side of things, it's also the difference between reproducing Intellivision Donkey Kong in 2018, vs the latest Zelda game. One is serving an under-served hobbyist market, the other is blatantly ripping someone off. They're both owned by soulless corporations, but one is a lot more egregious. And one is a lot more distasteful. Again, morally, not legally. And not everyone holds the same opinion here.
  3. Genuinely curious. I can imagine a male gay strip club. Female, not so much. But I'm sure they exist. Us old guys don't get out much. I hear they have arcade machines in bars again. Who'da thunk?
  4. Because I'm willing to play mild Devil's Advocate here (in the sense that this "honest mistake" seems a little fishy but perhaps someone else is closer to being more honest about a similar mistake)... If any other people are interested in publishing, developing, or otherwise releasing a game based on code on this or any other forum - you're morally, ethically, and legally obligated to at least contact the original author first. Period. End of discussion. Unless it's VERY clearly stated that the code is released under an Open Source license of some sort - and I'm not sure that I've even seen an Intellivision game released this way. Code snippets, yes. Certainly not a partial or entire game. It doesn't matter if it's WIP code. Code released as part of a contest. Sample code that someone shares for fun. You have little to no legal right to simply take that code, tweak it, and sell it. Not even distribute it for free. International copyright law is quite clear on this. And morally, it's just douchey. I can tell you from personal and other experience that many authors would be delighted to have you take their code, maybe improve it, put it on a cart, and release it. With credit and not necessarily a massive payment. Some may even let you do it for free. But you can't simply make that decision for them. Don't be a douche. Respect creators. Thank you
  5. We'll have a car, so I can always throw 3 of you idiots in the back if it's a walk. Friday seems optimistic. For some reason I remember being in the show a lot later than that, setting up and playing with Rev's "glue gun".
  6. You have my interest THIS is definitely something that no one's done. Not even attempted or hinted at. Retail space or otherwise. A way to get NEW games for OLD architectures - in an actual, functional, non-raspberry-pi-hackery type way. Sure, people can somewhat faithfully recreate the 8-bit look on virtually anything nowadays. But no one really does it "well". They invariably go too far, and make the games look like what they are - a far more modern game that's skinned to look oldschool. So we have a split - if you want something on consistent hardware with modern outputs, you get these passable fakes. And if you want something that truly could have existed in a retro setting, you're stuck with hard-to-find fragile hardware, finicky emulation, and a whole lot of work to get going. There's never been a plug-and-play system that works worth a damn that has anything new on it (beyond unreleased prototypes like Starfox 2 and the like). As someone who's been into the retrogame/emulation scene for over 2 decades, I'm more than capable of the work necessary to play Intellivision/Atari/NES/whatever on my modern TV. But I honestly don't bother. I'd rather plug in my (S)NES Classic because it's so bloody simple and "just works". Yet I've always craved the ability to easily load up modern, legal homebrew onto them. Just please please please include save states and a rewind option in the emulator. That's something sorely missing from too many of these devices. Nintendo really nailed the emulation enhancement side of things, without making it feel like "not an (S)NES". It's a big part of why their units were so successful, at least to gamers like myself.
  7. Exclusivity is a tricky thing. This isn't 1980 where landing the license for Space Invaders means you can move consoles like mad. If you're a game developer with a killer idea - and I'll focus just on consoles here - you can write and release your game for the Playstation 4 (70+ million customers), Xbone (35+ million), or Switch (probably 20 million and growing rapidly). Or you can choose to dedicate your time and resources to ... an Intellivision. Where a million units sold, let's be honest, would be an unbelievable success. But these will be 2D, indie, family-friendly games, you say! That would have worked 10 years ago, when you'd never see something so "basic" released for the big 3. But today? They all have their app stores, with small/indie developers making a lot of fun games. Basically any game you can imagine, you can write for any of the existing consoles. And sell it to a far bigger market. Now, it's possible that the IE folks will manage to hire developers who create some incredible first party titles. And they may just stumble upon the next Minecraft or similar. But the odds are stacked massively against them. The only way this works is to somehow carve out a unique market space. Some way to make this a "must have" console. Exclusivity isn't the path to success here. Nor is "a game so easy your grandma can play". Those exist. In spades. On many, many platforms. Those moved the Wii because of its gimmick. And phones because everyone already has a phone. Granted - it's VERY early days here. Clearly there's more to their plans than just "make some modern Mario clones and hope for the best". I know nothing other than what's been announced, which is very little so far. So I'm not giving up on this nor trying to shit on it. Far from it. I've just not heard anything other than this being another Ouya. I really hope there's something to come that I can get excited about. I absolutely love the idea of a "second tier" of cheaper, more accessible consoles. If this and the Ataribox can somehow carve out a niche, I'd be absolutely thrilled!
  8. I think Tommy misses the point with Ouya. Because he doesn't seem to know his console history well. Many successful consoles had either weak launch lineups, or their "killer apps" came a year or 2 after launch. And many consoles had very impressive launch titles, only to fizzle out later. Launch titles are important, but they're far from the biggest factor in determining a console's success. Sonic came out like 2 years after the Genesis was launched, and it was the main reason that console went from "meh" to almost beating Nintendo. And yet that's the example given about how to have a successful launch lineup. Coolness, uniqueness, technology fads, marketing - these all play a far bigger role. The Ouya failed because it didn't really serve a point in the larger market. The idea was cool enough, and us enthusiasts waited with anticipation - but really, what did it do that one of the big players couldn't? It was really just an underpowered Playstation. A niche Xbox. And the Intellivision name isn't anywhere close enough to generate the kind of hype needed here. Hell, look at Atari - one of the most recognizable names in video game history, even today, and people are blowing their load because they've raised $3m in a kickstarter. $3m isn't a lot of startup capital for anything other than a really niche product these days. I really struggle to imagine any $4-7 game that will be so much of a killer app that people buy this thing by the tens of thousands. It's always possible they'll find the next Flappy Bird, or Minecraft - but it's extremely unlikely. Any game that will run on this thing will be able to be placed into the Playstation or Xbox stores. With far, FAR greater market visibility. Hobbyists may be willing to target this thing exclusively, but that just means you're even less likely to get "the best" games. Super-successful Indie games, the kind that can launch a console, are lightning in a bottle. We see one maybe every 3-5 years or so. I think the entire premise that modern consoles somehow intimidate the average person is kinda stuck in the 90s. Something like half of all households have one or more game consoles these days. Yes, my 70-something father is intimidated: he'd never buy a console anyway. Everyone under 50 has grown up with video games, and that's the demographic where most of the money is. It was the 1980s and early 90s, the era they seem to be specifically nostalgic for, where hardly anyone other than "gamers" owned a video game console. I think the entire raison d'etre of this console has things entirely backwards. But that could just be Tommy's enthusiasm, and not their actual business plan. I'm really basing this on that first interview Tommy did. Regardless - I'm looking forward to this. I'd love to see alternatives to the big 3 on store shelves. And even if they hardly sell any - I love collecting obscure stuff anyway. It's win-win for me But I do think people - marketing types and enthusiasts alike - have entirely missed the point as to why the (S)NES Classic was such a massive success.
  9. In an earlier interview with Tommy, he said it won't be available this Xmas. Or next Xmas. Which means 2020 at the earliest. This is both good and bad: good, because they can take the time to get it RIGHT. Bad, because these projects seem to inevitably suffer when they have months upon months of pre-release hype and the inevitable non-stop changes. Realistically, the hardware *should* be able to be locked down, now (computing hardware basically is static these days, at least at this price point and capability). Spend 18 months getting the games perfected... We'll see. It's possible someone can pull off an Ouya, but successfully. I'm just not sure exactly how. I'd be rich if I was
  10. So... you're going to make sure the controllers are D-Sub 9, with a couple of wires crossed? I hear it might be a nice side gig for adapter cables
  11. Trip booked. Staying at the DoubleTree this year. I'll have to bring the last remaining copies of INTV Desert Bus - apparently people were asking about it last year! Crossing my fingers we get a sneak peak at the new Intellivision system
  12. I envision a $100ish version of essentially the (S)NES Classic, in woodgrain, with similar hardware and tons of bundled INTV games. We already know the hardware is powerful enough to run basically any 1980s emulator, and a fair bit of more "modern" games (2D stuff at least). Seems doable - and I'm very interested. Curious to see what they do with controllers. I hope they express interest in working with the homebrew community to select maybe the top 5 homebrews to put on it as a nice treat. Licensing wouldn't be expensive if they talk to the right people. Some of us would just love the exposure. Hint, hint, Tommy
  13. $63 shipping to Canada. Making the total cost Just about $200 USD. You Americans do realize that not everyone needs "Priority Express" shipping, right? Just send it via donkey for 10 bucks, I can wait. Seriously, why does everyone always pick the most expensive shipping option? If I hadn't made it to CGE 2014, I'd totally be buying this, stupid pricing and all. I can't believe there are any left, knowing this crowd of speculators and hoarders.
  14. I played around with converting Space Taxi graphics to our more limited resolution and palette. It works surprisingly well. It would make an excellent Intellivision game
  15. Just one. Shipping is a hassle + $ though. I figured maybe PRGE would make it practical. And yes, yes he could
  16. Anyone who's going to PRGE, please pick me up one of these I'll pay you back, honest! I can't see them sitting on store shelves 7 months from now... sigh.
  17. 2nd and 3rd place are too similar for the prizes. How about we spice it up a little, and add a prize to 2nd place: a copy of the longest Intellivision game ever written (that has an actual end)?
  18. What about bugs? Or are you willing to assist non-contest programmers with "special bug fix releases" to facilitate games that may or may not need to be completed before August 1? Edit: well, you're going to have to do something - NTSC/PAL is "broken" in 1.2.9, as discussed here: http://atariage.com/forums/topic/241446-intybasic-compiler-v129-the-good-things-are-now-better/page-12 And if you're going to have PAL support encouraged as part of the rules... Sorry to be such a pain
  19. I'd just like to say that I'm thrilled that Crazybus was used for.. you know... an actual purpose. I'm going to begin my lucrative career writing hardware-wrecking code anytime now.
  20. I still don't understand - what waits? I've played around a bit, and VOICE WAIT doesn't seem to do anything. The program continues even if a voice is playing. VOICE PLAY and VOICE PLAY WAIT seem to do the exact same thing. VOICE PLAY does *not* stop another voice that's playing. It seems to queue up a PLAY command, and then when the current one is finished, plays the next one. Watching the actual value of VOICE.PLAYING, it seems to change by 1 every time I queue up another VOICE PLAY - and then change by 1 as it de-queues and plays the next one. I'm just using a simple program - 2 VOICE PLAY statements, called when you press keypad 1 or 2. I can play one at a time, but it always plays until the end. And the others queue up (subject to a limit of 10 in the queue, including the one currently playing). Observation: VOICE.PLAYING isn't totally accurate. It resets back to 0 while it's saying the second-to-last phrase/phoneme for a given VOICE PLAY statement. Not a big deal, but I figured I'd mention it as I look at the exact behaviour of these commands Easy test for this - use the MATTEL phrase. VOICE.PLAYING very quickly changes value, and then back to 0. The Intellivoice keeps talking for a bit. Edit: OK, I can "fix" the issue with VOICE.PLAYING. Adding a pause (PA*) at the end of any label, means that it resets to 0 right before the pause. So in effect, it goes to 0 when the Intellivoice stops talking. A simple enough solution.
  21. I have some questions that the IntyBASIC manual doesn't seem to address: 1. Is there a way to stop the Intellivoice, if it's mid-sentence? ie: if I run VOICE PLAY label, and it's halfway through the contents of <label> - can I stop it? I think I can call VOICE INIT to do this, but is that a good/safe method? 2. Is there a way to detect if the Intellivoice is still speaking? 3. I don't really understand what VOICE WAIT and VOICE PLAY WAIT are supposed to do. Do they literally pause the program until the voice queue is empty? Because just using VOICE PLAY label, it *always* waits until the queue is empty before playing <label>. In jzintv and on real hardware.
  22. It kinda does. The Intellivoice finishes whatever phrase/phoneme it's on, but it does stop it from continuing. Not sure if there are other side effects here.
  23. Anyone know? Do we ask Albert? We've definitely had more than enough "how do I fix X" threads over the years. Especially as these consoles continue to age...
  24. Another cheap option is to run your RF through an old VCR, and use its composite outputs to your TV. Many modern TVs have horrible RF tuners in them, so they struggle with game consoles. You can get old VCRs for basically free these days if you ask/look around.
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