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  1. Hmmm, I'd be cautious about over thinking this guys. Remember that there were a total of 13 and 12 submissions to the previous contests. Whilst I understand the objective of increasing participation by encouraging specialisation, I suspect that adding constraints on entry, such as team membership, will reduce rather than increase submissions. And having multiple categories will naturally fragment the pool of entries. Perhaps optional awards such as "Outstanding Noob", "Best Solo Effort" or "How Does That Fit That In There?", if the judges feel an entry is particularly deserving might be better? That said, regardless of what is decided, I had fun last time and I'm interested in entering again. However, I should note that I feel my 2018 entry was a bit too mainstream, heck even @cmart604 thought it was worthy of comment, and as a consequence I think it got way too many marks in a number of categories. This is something I would hope to address this time around. Cheers decle
  2. Thanks for giving the script a bash, sorry it didn't work first time... TL;DR Summary: There was a problem related to garbage at the end of some Triple Challenge ROM images. This new version should work around this problem and is simpler to use as it generates its own quadChallenge.cfg (the .cfg file found in the previous version is no longer needed): quadChallenge.zip Details for the Curious: Following a bit of offline diagnosis with @Zendocon, we have discovered that his problem was down to variations in ROM images of Triple Challenge. Like most copies commonly circulating Zendocon's ROM contains junk at the end of the .bin file. This appears to be the result of the original dump including the state of the RAM used by Chess. The initial state of this RAM is irrelevant and it shouldn't really be in the ROM image. My copy of Triple Challenge has been "filtered" to contain just the 16K decle ROM that holds the game code (8K for Chess and 4K each for Checkers and Backgammon). Unfortunately, I had forgotten about the longer 44KB version of the ROM, and in its original form the script generates a corrupt quadChallenge.bin when used with this more common image. The enhanced script provided in this post corrects the problem by taking a copy of Triple Challenge and capping it to 32KB (16K decles), before concatenating Reversi onto it. This should fix any Triple Challenge ROM compatibility issues. The script also leaves the 32KB ROM-only version of Triple Challenge in tripleChallenge32k.bin / .cfg. If you have the larger 44KB image, you might want to replace your copy of the ROM with this "cleansed" version. The 32KB image is functionally identical to the 44KB version and is technically more correct. Finally, thanks to some ROM merging magic from @intvnut, the quadChallenge.bin generated is now a clean, minimal version that does not need to be patched at start-up by a complex quadChallenge.cfg. Hat tip as always to the master of Inty tech. If there are any other issues or feedback, just shout!
  3. It's sunny here at the moment, but challenge accepted! quadChallenge.zip Within this zip archive you will find a script that should work on Linux (and possibly MacOS or other POSIX environments) and an JzIntv configuration file. When supplied with a JzIntv install, Reversi and Triple Challenge .bin files, the script will use the assembler and disassembler in JzIntv to patch Reversi and create what Intv intended all along - Quadruple Challenge! To run the script just do following (note that the path to JzIntv is to the root of the install not the actual JzIntv binary): quadChallenge.sh <path to JzIntv install> <path to reversi> <path to triple challenge> for example: quadChallenge.sh path/to/jzintv games/reversi.bin games/tripleChallenge.bin Then just put the included .cfg file next to the quadChallenge.bin file that the script creates and fire up Quadruple Challenge using JzIntv, fresh from 1986 A little birdy tells me that is not the only thing to be looking for in the Bump N Jump codebase cheers decle
  4. Listening a bit more closely to Keith's video I think we can hear that this is a recording of Keyboard Component software. I have isolated a small section of the audio which covers the Stock Market and applied some compression in this example: demo1.mp3 We are not interested in the narration, just the "quiet" periods of the tape. For the first 5 seconds there is quite a bit of background noise with what sounds like a tone mixed in with it. Then, between 5 and 6 seconds, the tone stops. At 6 seconds it restarts just before the narrative, at which point it is drowned out. Once the discussion of the stock analysis program finishes the tone can be heard again through to 28 seconds at which point it stops for a second before restarting at 29 seconds. This tone in the background tape hiss is the sound of the demo cassette software being loaded, bleeding through from the data track. The short 1 second gaps in the tone are the "inter-record gap" or IRG between blocks of software. We can hear similar bleedthrough in other recordings of Keyboard Component cassettes. For example, in this short section of the audio track of RonTheCat's copy of Conversational French: cf1.mp3 So I think it is quite clear that the demo is probably a recording of K/C software running. Unfortunately, despite knowing the frequencies that K/C software uses I don't think Keith's recording is clear enough to be able to isolate and extract the software from it; at least it is beyond my audio skills. Additionally, if we compare the timing of Keith's video with the demo cassette MERT file we can infer that the /TIME directives in the file, which control the placement of data and timing, are probably measured in 1/10ths of second: I think this means that if this level of accuracy could be achieved reliably, it would have made it possible to produce lip-synced animations, that according to Wikipedia would have been a reasonable quality. Now that would have made for an impressive demo in 1980! This is an interesting observation. I'm not sure we can say definitively that this video is a recording of Jack LaLanne or Conversational French, although it may be representative of the titles. Just like the snippets of Basketball or Math Fun in the split screen section of the demo, they may be caricatures put together using PicSe. The demos of K/C software are likely to be more accurate than the split screen section because both titles were written using the same PicSe framework that seems to be used to construct the demo. Perhaps the video should come with a "not in-game footage" warning overlaid in K/C text? Here are the sections of original game audio that were used in the demo, again both taken from recordings of RonTheCat's tapes. First Conversational French: cf2.mp3 Ignoring the reordering and selection of just some words from the lesson; the short bursts of "software" sound on the recording suggests that the graphics for each word might have been streamed individually. However, the demo cassette MERT file suggests that this is not how the software was structured here, with all elements of the French demo being lumped together with the Keyboard Component introduction as one large block of software: And here we can see the constituent parts of the French demo (FRDEMO), including what I suspect are the graphics for la chemise and la robe: And here is the Jack LaLanne situps section. It comes as the first exercise in what seem to have been regular fitness tests used to track your progress. As you can hear, Jack recorded several versions of the introduction to provide some variety: jl1.mp3 More information about the structure of K/C cassettes and the software used to construct them can be found in the latest update to the Intellivision development description (as well as plenty of other, hopefully interesting, stuff ).
  5. Hey all, After a long hiatus I have an update of the development tools doc. Hopefully it has some new and interesting bits and pieces. Get it while it's hot: intellivisionDevelopmentBackInTheDay-20200612.pdf This time the big ticket items are: Lots of Datawidget goodness... (p8-p16) First contemporary image of (half) a Datawidget courtesy of JoeZ and Twitter First modern images of both the exterior and interior of a Datawidget More details of the Datawidget, Dopey and Crosspatch implementation Contemporary picture of the Mattel Graphics Development System and overview (p19) Initial overview of MERT, GERT and MODIT, the tools used to create Keyboard Component tapes (p6-p8) Summary of a previously unknown Magus debugger written by Bijan Jalali in 1982 (p21) More details on the Magus including its origins, the existence of an 8K version and common complaints from 1982 (p23-p25) Addition of a comparison of the Mattel development / debugging systems including notes written by Keith Robinson for an updated YFTE (p30-32) Images and brief comparison of two additional T-Card designs (p33-p35) Ask and ye shall receive (after a long wait ) I think that some of this is covered in the latest PlayCable Technical Summary. It looks as though the communications were run using 8E1 (8 bits, even parity, one stop bit). From the pictures we have it's hard to tell whether the 13.98KHz baud rate of the PlayCable, which was derived from the Intellivision's 3.58MHz clock, was changed by Joe and Dennis (I carefully glossed over this point in the write up ). Although 13.98KHz might be close enough to the standard 14.4KHz baud rate to work (<3% error), it doesn't seem to be a common speed and I don't think many cards of this era supported it. Unfortunately, we don't know anything about the software protocol used for communication. I live in hope that Joe Jacobs might provide us with a dump of the EPROM one day. It would provide a great reverse engineering project and answer alot of questions. Anyway, I think that's about it for this one. As always all feedback and corrections are welcome. Cheers decle
  6. Nice! I've probably been a bit slow here, but I just had a bit of a lightbulb moment. Whilst working on an update of the development doc recently I came across this MERT file which Tom and Braxton found in the BSR archive. MERT is one of three tools (MERT, GERT and MODIT) that APh wrote to create Keyboard Component cassettes (more on this in the programming forum soon). This MERT file suggests the contents of the demo cassette might be: Curtain and Intro Master Component Baseball Blackjack Space Battle Keyboard Component / French Exercise / Jack Lalanne Stock Analysis Split Screens Credits Closing Curtain Comparing this list with the contents of the Keyboard Component demo video posted by Keith back in 2007 there seems to be a pretty good match: The "Next Show Starts Shortly" message is probably explained by the time required to rewind the tape to the start. Today's lightbulb for me was that Keith's demo probably isn't an overdubbed and edited together piece of video as I had assumed. Rather it is probably a single take recording, inclusive of the audio commentary, of the K/C demo cassette in operation (yes, yes, I know, I didn't read the description on the video and I'm slow). And the MERT file might be a small part of the software used to construct the tape. As such, I think this might be the only contemporary recording of working Keyboard Component software. It also might represent what is on Steve's tape
  7. Thanks for the kind feedback. I'm glad you guys like the game. If you haven't done so already, I'd encourage you to give the demo/teaser a go using JzIntv or the LTO Flash (you can download it from the top of this thread). The zip file includes a ROM with two playable levels, along with instructions and overlays. For those that like a challenge, let me throw down the gauntlet. Is it possible to score more than 1389 on level 1? I thought I had also posted a pretty good score of 1354 on level 2, that was until my son came along and trounced it. He then claimed that it "was not a perfect run" and he "could do better". Nothing like being pounded by a 14-year-old to put you in your place. Now that is a blast from the past! I remember playing Kye on Windows 3.1. I agree, XOR does have a similar feel to Kye and obviously it also has elements of Boulder Dash and its clones like Repton. Although, the strictly turn based nature of XOR and lack of random elements in the game mean it feels even more of a puzzler than an action game (I suspect it also makes it much easier to program ). Unfortunately, because the game uses Mattel-style paged memory, XOR cannot be packaged as a .rom as the file format does not support this feature. The .int format is identical to the .bin file provided, just with an alternative extension. As noted in the instructions, XOR makes use of JoeZ's JLP extensions (at the moment just for additional RAM, but shortly also for flash storage of hi-scores) so as far as I'm aware it will only work on JzIntv and the LTO Flash. Once again, thanks for your interest and comments. Keep them coming, perhaps with some high scores.
  8. Hey all, It's been nearly a year, so an update on XOR progress is rather overdue. Perhaps the best way of explaining where things are is to provide a ROM to play... xorTeaser.zip ...and a short video to watch... I hope that the full game will have 30 levels, filled with fiendish puzzles. Trust me, the first two in this teaser are just a gentle warm up. Let me know what you think and any bugs that you find. Cheers decle
  9. There seem to be at least two Osborne books. The one on Joe's website is "The 16-Bit Microprocessor Handbook" published in 1981. This can be found on bitsavers.org, where the CP-1600 (the Intellivision's CP-1610 is a slower clocked variant) is detailed in chapter 2. There is also the earlier "An Introduction to Microcomputers Volume 2 - Some Real Products", published in 1976. I got a copy of this from abebooks, although it can also be found on archive.org, the CP-1600 is described in chapter 15. With regard to methods of replicating an Intellivision cartridge, for those interested in getting their hands dirty "single chip" solutions are possible, here is one based on the Teensy 3.2 microcontroller running on a breadboard. This ARM Cortex M4 MCU has enough grunt to run a MIDI connection as well (more information here). The firmware to mimic the cartridge is written in C using the Arduino toolkit and the MCU costs about $20.
  10. Hey all, I hope you're staying safe in these unusual times. I've put together an update of the Kiosk ROM packaging script that enables us to bundle together the Intellivision Kiosk Multiplexer firmware and up to 11 Intellivsion game ROMs into a single mega ROM. This can be played in an emulator like JzIntv, or on the LTO Flash, and simulates most of the behaviour of an Intellivision in-store kiosk. Although I've done something like this before, this version is better because it uses the actual firmware ROM found in the kiosk units, so its behaviour is much more accurate. Obviously this builds on the work of @Lathe26, so a big hat-tip to him. You can find a copy of the script and a README with instructions for its use here: kiosk.zip Any problems or questions give me a shout. In the mean time, let's be careful out in there. Cheers decle
  11. OK, so something like this cannot be posted without curiosity getting the better of me... 🔍 ...and as is sometimes the case, this ROM is very interesting for reasons other than gameplay. The memory map of the ROM starts at $4040 rather than the normal $5000, which is strange. The game still has its normal cartridge header at $5000, with 4K of code through to $5FFF. However, it also has over 1K just hanging out between $4040 and $454A. Why would that be? Why not just let the code run on from $6000 through $654x, like every other 6K+ game? The answer to these questions might be on page 41 of the APh Datawidget User Guide. The APh Datawidget had 8K of RAM for program storage, but this RAM has to start at the boundary of an 8K page in memory ($0000, $4000, $6000, etc). So to get the RAM to reside at $5000 it was necessary to set the start address to $4000 and then disable the first 4K of RAM. This bit of the setup is described in step 8 on page 41 of the manual. So the largest program a standard Datawidget could debug is just 4K. Doh! Seeing the strange memory map I wondered whether the chunk of Space Spartans code between $4040 and $454A was relocated there as a workaround to allow it to be debugged on the Datawidget. Disassembling the code I found that was legit, was called during gameplay and did run correctly (i.e. not a ROM dumping artefact). I speculated that by ignoring the instructions in step 8 and reenabling the 1K segments at $4000 and $4400 it would be possible for the Datawidget to use this area. The reason the game code starts at $4040 and not $4000 is to avoid clashing with the repetition of the STIC registers from $4000 - $4021. Up to now this has only been a bit of idle speculation. However, in the course of their book research Tom & Braxton recently turned up the following 1982 memo from David Stifel, which they gave permission for me to share - nice one stifelLinkageMemo.pdf The memo describes how to link games larger than 4K using the APh toolchain, it also covers the memory limitations of the Datawidget and how to sidestep them by relocating code down at $4000, whilst noting the need to avoid the problem addresses from $4000 to $4021 (it also provides a work around for $4800 should the program be bigger than 6K). So whilst it is not guaranteed, I think there is a fair chance that this version of Space Spartans was set up for debugging on an APh Datawidget and for this reason it has a weird memory map. And I for one think this is pretty cool 😀
  12. Sorry, this is a long one and a bit off-topic, hopefully it is interesting 😉 The only two TV POWWW T-carts I'm aware of are the Kempner Football and KSpace T-carts owned by David Chandler's estate. I believe the whereabouts of these are currently unknown - David Chandler's estate sent them to the BSRs, but BSRSteve is not aware of them being received. In what way do you think that the titles on Sharp Shot are not representative of TV POWWW? The videos of two player KSpace and KFoot look to be very similar to the Sharp Shot versions of the games (there are one or two small differences - for example the use of the gun at the end of a KFoot game). I was wondering if this would pique someone's interest 😀 I think there are three pieces of circumstantial evidence that support voice control being used in at least some Fairchild TV POWWW installations. First Marvin Kempner's biography describes the trials of getting the technology working on page 205: "Early in March, we received the news from Fairchild that they were running a little late, but they assured us they would be ready prior to the April start date of the NATPE convention. Normally, this convention, held annually, would start on a Thursday or Friday, go through the weekend and one or two days into the following week. I wanted to be on the air the Monday prior to the start of the convention so that we could get any bugs out of the equipment and have the A.M. Los Angeles show with Regis rolling by the time the general managers and program directors registered. On the planned Monday morning, at 7:00 a.m., engineers from Fairchild and I entered the studios at KABC to set up our spanking new "TV POWWW" equipment. With everything ready to go by 8:30, Regis and Sarah having integrated the contest into the show, things looked great-until we discovered the equipment didn't work! Getting on line through the system was beautiful, but the voice activation was not operational. At 8:45, "TV POWWW" was cancelled for the show, and the engineers flew back to Santa Clara to continue working. Tuesday, they were back with several changes only to discover once again it still wasn't operational. By Wednesday morning, when we were still having trouble I was almost at my wit's end. Still, the engineers assured me it was only a simple bug, and they once again returned to Santa Clara. By Thursday morning, with Fairchild's engineers once again hooking up the system, I had visions of never making it for the convention, but lo and behold, everything worked. Regis, with his unusual ego, didn't make our life easier, but Sara Purcell, a tall sinewy blonde, was just precious. She was delightful to work with and had a wonderful sense of humor, even screaming out "POWWW" at the wrong time to see if she could make the equipment work from the studios. We went on the air, and Regis asked viewers to pick up the phone and call to play from home. On Friday morning, again we had no problems. For two hours after the show went on the air, the Los Angeles telephone system was badly taxed with people calling trying to be first to play "TV POWWW" on KABC-TV and asking all kinds of questions." Interestingly, I think that the final section of this video, starting at [18:41], might be a recording of that very first TV POWWW show which, if true, would be incredible: I like the level of explanation given, and how surprised the presenters are that the whole thing works. Also notice that Shooting Gallery has not been altered to add a timer, Sarah is using a stopwatch to time contestants. Sarah Purcell left A.M. Los Angeles later in 1978 and so this ties the recording to roughly the right period. The second piece of evidence is a Kempner advert on page 41 of Broadcasting magazine from February 26th 1979. This clearly states that the game is "Voice Activated!" and that this constitutes an "Electronic Break-thru!". I know, marketing is marketing, but it's not nothing. And the final piece of evidence, is a couple of videos of a Fairchild TV POWWW being demonstrated at the North Carolina State Fair in 1980: The first thing to note is that when presenters are talking to Barney or the crowd [4:30] they use a single mic with a foam wind shield. However, when playing the game this mic is augmented with a second one with no wind shield [10:53]. The additional mic is only used during play, once the game is over the host puts it down on the Fairchild console [11:49]. Later in the video we get a clearer picture of the monitor in the background [13:08]. You can see that the game seems pretty responsive to Danielle, I think a person would be doing well to keep up that fast, that accurately. However, notice that as Danielle makes her POWWWs longer, the shot retriggers, and when she starts to laugh it goes fully auto-fire [13:29]. Something similar happens in this video from Bozo's Circus where a child in the background seems to trigger the shots. I don't think an engineer pressing a button would do this. Instead, this reminds me of an amplitude or "clap switch" type circuit being used to generate input. Not exactly speech recognition as we would describe it today. If this is correct, the main purpose of a secondary microphone at the State Fair would be to isolate sounds made by the player and filter out background noise. Finally, later in the State Fair video Anessa seems to talk rather quietly, which the hosts think causes a couple of POWWWs to be missed [14:29]. As a consequence, they ask her to talk louder a couple of times. Again, if a person was triggering the shots I would not have thought this would be necessary. Oh, and if anyone can shed some light on what the black floppy disk looking object is, protruding from the front of the orange cartridge plugged into the Fairchild console, that would be great: Not TV-POWWW evidence, but somewhat related, Kempner went on to sell other voice services later in the 80s, like the "Telephone Poll" product advertised on page 106 / 107 of Broadcasting. Kempner received a patent for the technology behind this in 1984. This product collated automated polls where viewers called in and responded to a yes / no question that was broadcast over the air. It looks as though the "voice recognition" aspect of this was the caller making any sound at one of two silent points in a message generated by a voice synthesizer corresponding to yes and no. The audio of the caller during these periods appears to have been amplified and converted to a digital signal which was then counted if it was above a volume threshold. I'm not suggesting that any one of these is conclusive evidence that voice control was used at any particular deployment. And of course there are examples of syndicates specifically stating that voice activation was not used, for example TV-PIXXX. Rather, I think that together this is reasonable, if circumstantial, evidence that an amplitude based TV-POWWW voice technology probably existed, and may sometimes have been used. Moving on to Intellivision TV POWWW, the nearest I have found to similar video evidence is the fact that in the Brazilian SBT installation of the mid-80s the presenters seem to fiddle with an Intellivision hand controller around the start TV POWWW games and then don't fiddle with it again during play, much like the hosts of Fairchild installations: However, as the game starting sometimes seems to precede the disc tapping, and no power or A/V leads seem to be coming from the back of the console, I think there is the real possibility that this is an affectation and the Intellivision is a prop, or a shell with a controller linked back to the Kempner rack mounted Intellivision in the control room. Regardless, nothing can be inferred about what may, or may not, be supplying input via another controller port. I think it is also potentially telling that the later Intellivision POWWW advert from Broadcasting, the one that also advertises Telephone Poll as "able to actually recognize words spoken on the telephone!", does not mention voice activation as a feature of TV POWWW. Of course the question is, if Kempner had working voice technology for the Fairchild implementation, why would they not use it in the later Intellivision ones? One possible answer is patents. According to Marvin Kempner's autobiography, Fairchild, who developed the voice input hardware, "requested the right to file for patents on the voice activation and anything else they felt was warranted". Later, when discussing the origins of Telephone Poll, he states "TV POWWW was no longer using the Fairchild Camera Instrument Corporation's patents. The electronic industry had come far and we had found easier ways of producing our interactive equipment". A bit of Googling into Fairchild patents turns up the nattily titled "Electronic device for subtracting signals and associated system employing such device". Not obviously related to TV-POWWW, however, this patent covers technology to prevent the programme presenters' voices or other studio noise activating TV POWWW as a result of it being sent down the phone line and feeding back into the receiver. Without it, sound from the studio could not be fed to the player during game play, and presenters would not be able to coach contestants. Perhaps Kempner was wary of patent infringement and Fairchild's licensing costs were too high? Perhaps it was just easier to drop voice recognition in the move to Mattel? Obviously, much of this is speculation, however, if I was to hazard a guess, it would be that voice recognition did exist and was used in some Fairchild installations, but that it was dropped in the move to Intellivision for patent or contractual reasons. As always, counter evidence and arguments are most welcome. Cheers decle
  13. Yes, I think you're right Steve. However, it seems that Slots did see the light of day, at least for those living in Sacramento... As part of their book research Tom and Braxton uncovered this gem, complete with 80s innuendo, in the KeithR / BSR archive of documents: It seems that this version of Slots did make it to Marvin Kempner at TV-POWWW and a bit of Googling turned up the following video with it being played on KTXL in 1980 (TV-POWWW wasn't just for kids it seems): So there was at least one T-cart with a complete version of Slots on it. Looking at this TV-POWWW marketing document, although the pictures of Basketball and Baseball are not the standard marketing images used in the various catalogues, the games seem to be the same as the cartridge releases. Word Rockets differs to the released game, in that it seems to support four letter words, with letters missing from the beginning (and presumably end) of the word, and it uses an underscore to highlight the missing letter, rather than a space. Football and two player Space Battle appear to be images of the TV-POWWW versions that can also be found on YouTube. So I think there is video evidence of five Intellivision titles being used for TV-POWWW at the moment: Football - https://www.youtube.com/watch?v=CWLCKFMGEdo Slots - https://www.youtube.com/watch?v=cIqgKmY4DDo Soccer - https://www.youtube.com/watch?v=hGXf5V_UH7c Single player Space Battle - https://www.youtube.com/watch?v=weZGElhgEY0 Two player Space Battle - https://www.youtube.com/watch?v=G4tsMQl9fPo Then potentially there are the additional titles identified in the Kempner marketing document: Baseball Basketball Word Fun / Word Rockets Plus the extra titles mentioned in a Kempner advert on page 106 and 107 of this 1983 Broadcasting magazine: Boxing Astrosmash Frog Bog Horse Racing Space Hawk Unspecified Intellivoice game(s) (coming soon!) Marvin Kempner's autobiography lists the following games on page 216: Skiing Boxing Space Patrol - presumably Space Battle World Rockets - probably Word Rockets Astro Smash - he's doing well! 😉 Slots The March 2002 Intellivision Newsletter talks about: Astrosmash Skiing Word Fun / Word Rockets And finally, there are the games released on Sharp Shot. The BSR website describes how APh submitted four games programmed for TV-POWWW as what became this title. So this would add the cut down versions of: AD&D Sea Battle As a consequence, there could be as many as 16 Intellivision titles adapted for TV-POWWW. Presumably all on T-carts, as detailed in the marketing doc. Now that would be some collection! Perhaps a New Year challenge to CMart? 😉 It's also interesting that there is no mention of voice activation in the Kempner sales spiel. Evidence for voice control of Intellvision deployments seems to be very thin on the ground (basically non-existent). This is in comparison with the earlier Fairchild implementations where there is reasonably strong circumstantial evidence for it being used. Nevertheless, I feel a project coming on... Happy (early) New Year! decle
  14. This is very interesting. Could I ask a favour of those that own PlayCable manuals? Could you message me a list of the manuals and part numbers you own please (images work if you can't be bothered typing)? I'd like to try to build a list of the games broadcast and add it to the PlayCable Research and Development thread. Unfortunately the Voltron's attempt to do this back in 2013 seemed to peter out. Ahh, ignore me, the list is already on INTV Funhouse (as an aside, I think it is unlikely that either Bump 'N Jump or Master of the Universe were actually broadcast, as both games would need to have been cut up or cut down in order to fit into the PlayCable's 8K memory). I would still be interested if anyone other than CMart owns the PlayCable schedules, so we could reconstruct the dates on which games were broadcast. Assuming that all the titles in the auction highlighted were on PlayCable this would double the number of known 8K games broadcast to two (Motocross and Buzz Bombers). Thanks for any help. decle
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