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mr_me

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Everything posted by mr_me

  1. Here Masters of the Universe as a platform game. It's an early version of the unfinished game; and that work was reused in Diner.
  2. Astrosmash was inspired by Space Invaders. John Sohl was asked to program Asteroids for Intellivision but I remember him saying somewhere that he liked Space Invaders so he also did a "falling rocks" variation. Astromsmash is of the Space Invaders/Galaxian genre but it is fairly original. About Froggie Dash, you're legally allowed to copy a game as long as you don't copy any creative works like music (sound effects) and art (graphics) and of course original code or trademarks. edit: I think everyone would find it funny if Mattel had any games similar to Intellivision games on their web site.
  3. When I first saw it in a catalogue around 1982/83 it said it was a childrens game; so I never paid much attention to it. After seeing the actual game it still seems like a childrens game.
  4. 4-Tris - http://spatula-city.org/~im14u2c/intv/4-tris/ Space Patrol: teaser edition - http://spatula-city.org/~im14u2c/intv/spteaser/ Stonix - http://knox.ac.free.fr/index.php/inty/roms?title=stonix Edit: Donkey Kong Arcade - http://intellivision.us/roms/Donkey%20Kong.zip (without the Japanese version)
  5. It's funny the Mattel lawyers took that position with Meteor. I could be wrong but the way I understand the law any action by Atari would have been unsuccessful. Unfortunately, it's practically impossible to play Meteor using the Astrosmash cartridge. And there's a hyperspace bug in Meteor. You can also try Space Hawk which I think was based on Meteor. In Space Hawk I prefer to track down and kill the space hawks and ignore the bubbles; that game is a bit too easy.
  6. I'm guessing your "135-155" number includes "homebrews" and not variations of the original 125. Edit: Maybe I should ask, where did the "135-155" number come from?
  7. Intellivision Space Raid is impressive and looks great. I have some technical questions and please correct me if my knowledge and assumptions are not right. It looks to me that Intellivision background scrolling is not used? Background scrolling would make things like the score and gauges (as it looks now) not possible. I'm guessing that means most everything has to be a moving object and explains why Space Raid is sparse and the walls flicker. My question is if Intellivision background scrolling was attempted or possible? Maybe scrolling is not smooth enough or the resolution not fine enough. We don't need to see the score or number of ships but the fuel and altimeter could be done with moving objects (like B17 Bomber). If three or four moving objects were used for the ship/shadow and gauges that would leave four or five moving objects for missiles and moving enemies. Edit: I found it interesting to hear in the podcast, that Coleco programmers were directed to make the Intellivision games look like the Atari versions. I never heard that before.
  8. The recommendation is based on loading the USB ports to the maximum. The PI3 has builtin WIFI/Bluetooth and is one of the reasons they upped the maximum from the 1.8A of the PI2. In the FAQ they advise that the PI3 uses 1.34A in a "stress" situation. https://www.raspberrypi.org/help/faqs/#power
  9. I think the guy that did the Intellivision FPGA is atariage user "kevtris". I suppose you can ask kevtris directly about his work. I'm guessing the RetroVGS/Chameleon guys may have intended to use his FPGA work but the Chameleon project was likely at a very preliminary stage. There was another topic on the Intellivision FPGA here. http://atariage.com/forums/topic/214190-intellivision-on-a-chip-is-this-real/ And here is a video from kevtris. I suppose, like anything else, an Intellivision FPGA can be done poorly or near perfectly. We have excellent software emulators so it wouldn't be a big deal to many people.
  10. If they (or someone else) were to achieve this FPGA goal, wouldn't it be more like an Intellivision system on a chip than software emulation? edit: Adding that this theoretical system could support HDMI, 9pin or USB controllers, original Intelllvision cartridges. And then similarly support Atari VCS/5200, Colecovision.
  11. Here is the offical jzintv website with a mac version for download ( http://spatula-city.org/~im14u2c/intv/). A gui is not needed with Jzintv. Just use the "open with" function of the file browser to send a game file to jzintv. Edit: So the Bliss emulator does not recognise cfg files? I guess the memory maps can be placed in the knowncarts.cfg file as an alternative to converting a rom file.
  12. I think this is the crowdfunding page, https://www.indiegogo.com/projects/retro-vgs# The wikipedia page talks about an FPGA chip as a "stretch goal" and Jaguar type cartridge shells. There are no details on the official website. I'm guessing nothing is finalised. I don't know much about FPGA, can they make a system where the FPGA chip switches from one console type to another (ie colecovision to intellivision)?
  13. These were my comments on Takeover. http://atariage.com/forums/topic/246578-anyone-got-a-review-of-takeover/?p=3390429 ------------------------------------------- Posted Sun Dec 13, 2015 1:59 PM I always wanted to checkout "Takeover" and this topic made me do it. I'm looking at the 1982 version that came out on the Intellivision Lives CD (1998). It is a two player game so testing it out by myself is not exactly the right experience. The website says Takeover was inspired by the board game Risk but it reminds me a bit of the computer game Civilisation (1991). I just learned that there was a board game Civilisation (1980) from which the computer gamed Civilization borrowed ideas. In Takeover each player starts with a randomly placed capital city, one army, and one road builder; each of which are in direct control of the player. The game is won by placing one of your armies on the other player's capital city. Armies automatically settles new land and can found new cities. Each city maintains one army. If an army is lost in battle that city will reproduce it. Each player can have up to 20 cities and therefore 20 armies. Takeover is not turn based. Everything is live and everything moves at its own calculated pace so you have to be patient. For example the road builder may not move when pressing the button until the computer has decided that it can. Armies constantly move once you send them in a direction but they move at there own pace calculated by a number of factors. At first it may seem slow but once you have a number of armies in play you have a lot to do. Winning is likely determined by who can juggle all their pieces quickly and strategically. Battles happen automatically when two opposing armies are next to each other. The battle outcome is calculated based on a number of factors. You can also have up to two fleets which transport armies across water and can also engage in battle. The game starts with the capital cities randomly placed on the map, sometimes they are pretty close to each other and sometime they are on opposite ends of the map. I'm guessing the further away the capital cities are, the more armies you are likely to build, resulting in a different game experience. Takeover is an interesting game and easy to learn, but you need someone to play against. -------------------------------------------
  14. For Canadians, buying two controllers is about the same price as a complete Flashback. And that's assuming no customs tax. two flashback controllers ($8.49*2+$25shipping)*1.354conv = CDN$56.84 Complete Flashback in Ontario retail CDN$49.99*1.13HST = CDN$56.54
  15. Have you tried contacting AtGames about repair/replace? I'm assuming they are out of warranty.
  16. The mapping pimpmaul69 suggested for Adventures of Tron seems to also work for Rocky and Bullwinkle. edit: Maybe jzintv ignores unused mappings that give Nostalgia and Bliss trouble. That spreadsheet might be jzintv specific.
  17. Look here for information on memory maps. http://atariage.com/forums/topic/203179-config-files-to-use-with-various-intellivision-titles Edit: I think they didn't include the CFG file with the games at intellivision.us that can use a common memory map. That common memory map is used by default with the Jzintv emulator.
  18. You can see the game instructions and overlays here ( http://kentrepairs.com/General/Intellivision.asp). With game roms sourced elsewhere they can be emulated on windows, linux, macosx, raspberry pi, and others.
  19. It's unlikely more will be produced; you can ask at [email protected] . It does show up on ebay once in a blue moon. Torrent? Are you looking for the games to play or the extras on the CD?
  20. I have to thank Coleco for Turbo as it is the only example I know of that uses the Intellivision disc controller as a spinner. Brickout and Stonix should control this way. Pole Position steering is more like Auto Racing, more steering depending on where you press the disc.
  21. I think they are talking about a modified Thunder Castle for easier play (see http://atariage.com/forums/topic/246400-i-miss-intelligentvision/?p=3386370). For those that don't know, Thunder Castle was was also known as Mystic Castle at Mattel.
  22. Be aware of mix and matching parts (ie. Intellivision Inc vs Mattel; Mattel Hong Kong vs Mattel USA). Very few overlays were made in Hong Kong so most Hong Kong games had USA overlays (it should say so on the box). And then some of the older Mattel games have multiple revisions of parts. People do it for whatever reasons (probably mostly for resale as "complete") but I prefer things kept original.
  23. Yes it does. That's the first time I see the disc working as a spinner control. Thanks!
  24. "Some old games use the Disc not to point a direction, but to detect the change in angle between two pressure points. I believe Golf is one of these, as well as one of the Bi-Planes games." I wish some games did this but I don't think any do. It would have been nice for Brickout, Stonix, Astrosmash and maybe Auto Racing. PGA Golf is simply point the disc in one of 16 directions And Triple Action Bi-planes is up or down on the disc but it looks like there is at least two levels of up/down control depending on high/low you press the disc
  25. This site documents how the Intellivision disc and controller works ( http://www.intellivision.us/faq.htm#_Toc140592061). The disc has no analog tilt ability, it is a digital control. I thought the disc could be programmed as a rotary/spinner control, as it looks like the bits are set up for quadrature but I could be wrong. The 16 directions gives you double the precision over 8 direction controllers for smoother movement and more precise shooting. Many games make use of it, I'll start with two examples: Commando and Bump'n'Jump. These are conversions of original games where the Intellivision versions have extra precision. Intellivision Bump'n'jump lets you move left and right at two speeds where the original was one speed. Intellivision Commando has double the moving and shooting precision over the original. A thumbstick might work okay for many games. Auto Racing is one I can think of that would be more difficult compared to the disc, there may be others. Also, many Intellivision users are accustomed to using the disc with their right thumb.
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