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freewheel

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Posts posted by freewheel

  1. Intellivision Entertainment did pay attention to Ouya and specifically called it out multiple times in the Live Q&A, mainly around its lack of a great game title at launch time. Maybe there are other lessons to be learned from the Ouya but these were not shared in the Live Q&A.

     

    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 :D

     

    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.

    • Like 1
  2. One source said that launch date may not be until 2020. Anything hinted about that?

     

    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 :P

     

  3. 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 ;)

    • Like 2
  4. $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. :P

     

    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.

  5. I've learnt from the previous contest and I won't update the compiler during the contest

     

    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 :)

  6. VOICE WAIT is to wait for voice to end playing.

     

    VOICE PLAY WAIT is to play a voice and wait for it to end.

     

    I'm pretty sure VOICE PLAY stops any other voice playing. I'll need to check about this because the trick to stop voice would be something like putting a VOICE PA4,0 and then VOICE PLAY that voice.

     

    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.

    • Like 2
  7. 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.

  8. One downside of jumping to $1000 is that it won't send a reset pulse to the Intellivoice. So, you could end up junking up that. I wonder if I should add a "reset me" button to LTO Flash itself.

     

    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.

  9. Thanks for the suggestion. That was it – continuity problem on the red and black wires. I swapped in a replacement cord, and the controller works like a champ.

     

    Since there don't seem to be any diagrams or photos of these parts on the forum or the rest of the internet, I put together something to help the next person who needs to track down a fault.

     

    attachicon.gifIntv-II-controller-wires.jpg

    attachicon.gifIntv-II-controller-plug.jpg

     

    Sonofa... so the wiring order is different between the INTV1/Sears and INTV2. Sigh. Guess this is why we can't have nice things.

     

    mr_me's wire coloring for Sears is exactly the same as what I have for the INTV1, so at least that's consistent. I wonder why they changed the colors for the 2. And if they used different cords by the time the III/SuperPro/Tutorvision came around.

     

    Edit: I just realized that this means the matrix itself is pinned differently on the 2. Yeesh.

     

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