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Everything posted by Mikebloke

  1. In Europe a console can go as low as £20 unboxed, £30 boxed for the videopac. Quick look on ebay shows similar prices for Odyssey 2 units: https://www.ebay.co.uk/itm/124935335910?epid=111291489&hash=item1d16b9efe6:g:7b4AAOSwdplg~v27 is an example I quickly looked up. Spending a bit more will probably get you a better box. The European ones sometimes come in different sized boxes - possibly depending on whether controllers are hardwired in or removable. One version of the box is considerably bigger than the other, but all the consoles is the same size. Also, was that how it was packed? Jeez XD Nearly as bad as my Wii U console through Ebay - I had to buy a second hand Wii U touchscreen controller and that was NOT cheap to replace.
  2. Odyssey 2/videopac, though you probably won't find their stuff in random cardboard boxes on roadside sales, the last time I checked the games are still relatively cheap on auction sites that it isn't prohibitive, I'd argue that in terms of the easiest collection to go for, it always wins out, only a couple of games go for three figure numbers, and they aren't the mainline games*. Sometimes you can hold off and find a game a lot cheaper just waiting awhile too. I've paid less than £2 including delivery for a rare videopac title before (not to say that it is worth a lot more, only that its frequency of finding it is low). * not including the European exclusives for the upgraded console, but even then there is nothing over £300
  3. Thanks! I don't know, probably not to be honest. There is much more established people developing for the Odyssey who are able to make homebrew physical releases for the Odyssey, being based in the UK doesn't help me either, as most owners are in the US (which makes perfect sense!). If one of those developers wanted to support me in making a physical release, I might be up for piggybacking off one of their packs so these demakes can be a bonus game or perhaps even packaging up some of my games into a set. My DM's are open for those who have the means!
  4. The problem with the N64 is that titles like Goldeneye were great at the time - especially pre-2 analogue sticks. It was definitely one of my favourite games at the time, but now... now its just awful, comical but in a bad way. Perfect Dark I would say is certainly more future proof. Mario 64 and Mario Kart 64 included. Diddy Kong Racing I would argue is the best racing game on the system, Tanooki mentioned it at the end that someone will mention it, that would be me! Lol. There's also Lylatwars / Starfox 64 which I think is still passible. Paper Mario is definitely fun, if you've played the SNES Mario RPG game then its definitely one to play. Personally I find Holy Magic Century / Quest 64 a bore, but other people rave about it. Speedrunning and challenge runs are more exciting to watch online though. I've heard good things about Ogre Battle 64, but can't remember if it plays well on my PAL machine (due to the nature of the console, like having no SCART/RGB support, is that NTSC roms give a NTSC signal, meaning I can't directly plug it into a TV, I need to capture it first via my laptop to get colour). Most of the other games I loved at the time, like Blast Corps, Zelda, Bomberman 64 etc is painful to play today. I would say the best thing you can do with a romcart is try each game and give it ten minutes, if you don't like it move on. In some cases, you might have played as much of it as you'll ever want to. Of all of Nintendo's consoles, I would say the games of the N64 is the most 'Atari' like of turn on and play. It doesn't have a lot of games that have a lasting effect, even when compared to the Wii shovel ware. Thank God Final Fantasy VII released on PS1, and in Europe.
  5. Interesting stuff! Keep us posted! Will definitely follow this topic. I have to admit I did research into starting an N-gage collection and started scoping prices for games etc, but never made the leap in the end. Would the upgrade to Symbian 7 come with any benefits if it was properly released? I tried a quick google but other than its increased capacity to spread malware I don't know what other features it has over 6.1!
  6. Groups like Ocean and US Gold were on the cheaper end of development. They were responsible for a lot of ports, particularly on other microprocessor systems like the Amstrad. They probably took on jobs that other companies didn't take, or was the lowest successful bidder. They make up the majority of failed systems such as the GX4000 and C64GS. In some cases this went really well as the list by electromastro mentioned, and other cases they are absolutely poop.
  7. Hello everyone, a quick link towards my latest homebrew available for download using your multicards: Submarine - a port from the PC-50x system now on your Odyssey! I thought this would also be a good time to present my table for pin layouts and roughly what they do. If you check the schematics for the Odyssey and its pin layout, you can get a rough idea, but for a "human readable format", check out below: Note: Player 1 (right) is always visible I might have got player numbers mixed up here, apologies if I have [this denotes its most commonly used features in the original games] SWITCH A 1 - Player 1 vertical gliding movement [Roulette / Interplanetary Voyage] 2 - Player 2 reset button shoots Player 1 from bottom to original Player 1 position (effected by A1 too) [used by Roulette] 3 - ??? used in card 12 though apparently 4 - Rifle Mechanic, use with B8 for full functionality [Shooting Gallery] 5 - Displays Player 2 (left) 6 - Used with A8 to produce shorter line. Also seems to have a second function - without this and A8, some objects are partially visible when they should be hidden [Volleyball] 7 - Moves line to left-middle of screen [Handball] 8 - Displays line graphic, without A7 it stays between middle-right of screen 9 - Player 1 death on touch by Player 2 - I think Player 1 also dies on touch with ball, if ball is enabled. - used with C4 and C7 [Cat and mouse, Interplanetary Voyage] 10 - Ball graphic - does nothing without other switches on SWITCH B 1 - Ball movement. Requires C6 to function normally, without C6 automatically moves towards the right 2 - Ball bounces right from wall [Handball] 3 - Ball bounces left from both players [Handball] 4 - ??? However I believe this relates to the wall - not used by any original games 5 - Ball death on collision with line [Volleyball] 6 - Thins the line slightly [used in table tennis and volleyball] 7 - I think this is required to guarentee proper rebound mechanics in Handball with B3 8 - Reset button on both controllers reshows Player 1 if hidden 9 - Reset button reshows/moves ball - if held down it stays hidden until released 10 - Player 1 horizontal gliding movement [Roulette / Interplanetary Voyage] SWITCH C 1 - ??? I believe this is controller related, but not sure what it actually does, used in Roulette 2 - Player 2 Reset button moves ball towards the right 3 - Player 1 Reset button moves ball towards the left 4 - Player 1 dies on contact with both ball or Player 2 I believe - used with A9 and C7 [Cat and Mouse, Interplanetary Voyage] 5 - Seems to speed up the ball for bouncing [Handball] 6 - Used with B1 for ball to function normally. 7 - Player 1 dies on contact with both ball or Player 2 I believe - used with A9 and C4 [Cat and Mouse, Interplanetary Voyage] 8 - Ball mechanic, slowly moves up slightly, pressing reset moves it down suddenly 9 - ??? I believe this relates to English controls. I tried comparing Tennis and Table Tennis with this and didn't really get what changed [Tennis, Volleyball] 10 - Use this for your homebrew hardware! For the brave. Some of these are reliant on others to work, the main examples being: B1 + C6 for ball movement A9 + C4 + C7 for cat and mouse mechanic B5 + B9 for Ball death on line A4 + B8 for rifle shooting (B8 handles the reset to reshow the square) B2 + B3 for wall bounce Hope these notes help for anyone coming up with unique features. I have a few more up my sleeve coming soon* * Possibly referring to years rather than days/weeks/months
  8. Yes, its another demake for the Magnavox Odyssey! That's the original Odyssey, not the Odyssey 2 of course! I love the idea of demakes - that is when a game is converted to run on an older system, so naturally that's what I tend to end up doing. I also wanted to do a game that required some modification of the Multicard that I had paid to be produced - as some unique features can be created through use of the pins - some of which were never utilised in its original games. This game can also take benefit of the Rifle, if you have it. Submarine is a game for 2 players, and uses counters to flip for chance. You can download these with the package, or you can just flip normal coins instead. Like usual, I use OBS through my computer to present an overlay digitally instead of using a 'real' overlay to go on the screen. I've attached pictures of the equipment required (really, the system and the Multicard is the only thing you need) and what it looks like on screen (well, hardly pretty is it!). It looks more impressive like this than it does on screen! Using a particular pin layout, we can take advantage of the 'Roulette' game feature where a player square shoots onto the screen - due to the way the Multicard works (happy accident?!) the square shoots from the bottom. This allows for 'Space invader' type games to be made - however its the "bullet" that disappears rather than the victim - but that's just the limitations of the Odyssey system itself. Thanks to the Multicard features, you can replace one of the game elements with the Rifle to make it a little more exciting for the second player. Example of a torpedo going towards the destroyer player using OBS as an overlay screen I'm still working on the wording of the ruleset, as I think it could be made simpler, and also with pictures. Essentially, you have the Submarine player and the Destroyer player. The destroyer player moves on patrol, the submarine player attempts to torpedo it. If it hits, Destroyer player takes a hit counter. If it misses, the Destroyer player gets to flip a counter to see if they counter attack successfully - Submarine player gets a hit counter if it is successful (this is the part that can be replaced with the Rifle - the Submarine player gets into position and moves like the Destroyer, and then the Destroyer player can attempt to shoot the Submarine). A player that gets 3 hit counters loses. The other feature is the Ping counters. The Submarine player has to be hidden at the top of the screen (this ensures that when the reset button is pressed to 'fire' it shoots from the bottom to its original position). The submarine player can use a ping counter to reveal themselves (this works both ways of course!) as a way of seeing how close they are to the Destroyer. The Destroyer then flips that ping counter and if their image (the bigger one) lands face up, they can move the submarine to a random position! I did try the game myself with the gliding feature on and off, if you find the torpedo goes too slow, you can make it faster by turning off the [A 1] switch, also documented in the files. For those with the multicard, I'll be adding a post in that thread about pin layouts for those that want to experiment - I got a few more ideas up my sleeve. Included in the Zip file: Rules in a word document Overlays including original size and 1080 HD version Counters to print - sorry I did this on paint and it shows, I stick row 1 and 3 onto card, then cut row 2 and 4 out for the opposite side. Each coin goes with the image below. I wasn't smart enough to align them, so some work required! Blue are sonar ping counters - smaller shape is the submarine side, bigger shape is the destroyer side - flip decides whether destroyer gets to move submarine player Orange/Purple is the fire counter for the counter attack flip for result- orange is a hit against the submarine, purple is a miss - or use the rifle settings for more fun Red counters is for counting hits, these just go face up with the ship hit and are not flipped. 3 counters indicates a lose. Submarine (Odyssey) Demake.zip
  9. Its funny because at the time I used to laugh at the Playstation users having to have the 1MB memory cards, and always opted to buy more games rather than a memory card for the saturn. On Second thought, I think SimCity 2000 might have taken ALL the internal memory, some of the bigger games like Dragon Force and Shining Force III you could get 2 saves and some spare for small highscore games, but obviously sim city 2000 was big on data. Edit: think I got my first memory card in 2002, but I think I accidently corrupted it with a game I know caused problems with memory so had to wipe it at some point.
  10. I played this a lot at the time because I never had a PC back then - I used to switch between playing this and other games because I had no memory card at the time - I think this takes about 2 thirds of the internal memory!
  11. In an attempt to take advantage of this necrobump, is there anywhere that does a definitive homebrew list? There seems to be 2 or 3 major sites that list various games of different consoles, then each system usually has a site or section on another site dedicated to it. I know someone here has a pretty comprehensive excel sheet that is pretty good for the 2600!
  12. Congratulations on figuring out a setup that works for you! I think a lot of us go through this difficulty - finding furniture that is both suitable for our gaming systems, and for our house layouts. I settled for taking an entire wall of my bedroom and an entire wall of my living room, storage in a wardrobe and storage above the fridge, but its near perfect now. Took years, and my living room setup is... literally 2 sets of shelves I found in my local Aldi that had enough depth to keep most consoles snug (no luck videopac) and wires hidden. The Wife still isn't happy, but simmering content is about as good as I can get it.
  13. Got a question if anyone is able to answer: For years I've had a Pseudo Saturn Kai device, the red one with the switch, its quite well known - works as a memory card, 1MB and 4MB expansion and region free. Copies of games generally work well, even if its Japanese on my PAL machine. I've always longed to play Dragon Force 2 in English on hardware, but its never worked. This seems to be a common issue, and it does seem like it doesn't play well on Pseudo Saturn Kai, and I allowed myself to be defeated. However, it seems like translation patches in general almost never play nice on it. Policenaughts works fine, but I tried the Vandal Hearts patch today - could not get past the videos. I decided to patch my red cartridge, and now it doesn't even get to the menu, only loads the first video and pop its gone. There is something about holding L and R in the notes but this doesn't seem to work either - has anyone had any luck with these translation games or any others like Grandia - is there any memory card solution where it works for definite for anyone... I caught myself looking at a Satiator today - I can't afford it! Fenrir is cheaper but part of me likes the idea of leaving the CD drive to run as long as it will do, I have a nice library of saturn games and would like to keep using it, even if an SD card solution is better!
  14. Yep, got Exhumed too, I got stuck early on though, need to try it again!
  15. Saturn is back out for me, it's admittedly the first time in years I've had a sega machine out. The reason is mainly because I finally grabbed a copy of Virtual On, which was one of those typical demo disk games I always wanted to get but never got round to it at the time. (another one I've only recently got was Bug! Which still amuses me to this day). I've been playing a few racing games too, I've done sega rally to death but hadn't finished Sega Touring Car Championship which I did today. I also tried another crack at Daytona USA championship but still got to do the 'new' tracks yet. I've tried fighters megamix but still need a proper go at it, and to finish Virtual On.
  16. GTA V, I've played a lot of the series and the genre too. Just can't. Not talking about online mode either, I don't do that kind of stuff.
  17. Some of us might be leant towards what we were first exposed to. Jrpgs was in my life before tabletop gaming, which I regard as strategy, and pen and paper role playing games was never a thing for me growing up. I did wonder if leveling / stat increases is a feature of JRPGs that set it apart from western ones which might have levels, but more freedom in regards to where increases go. Most "Western" rpgs I know still have a level system of some degree but also benefits from stat acquisition or choosing, sometimes both. Eg elder scrolls etc. JRPGS tends to be more grinding = levels = unlocks/stat increases. I take the point that JRPGs tend to also be more locked in for story and often presents few actual branches of choice. I would still argue that "assuming a role" counts as role playing - though there is more differences to WRPGs and JRPGs than just 'one is made first in English' and 'other is made first in Japanese'
  18. 1) you assume a role/character that has been largely laid out already (you might be able to edit appearance, ala Bethesda games, but a "background story" is still there). 2) there is some form of progression that in theory makes the game easier the more you play it (experience levels, equipment through purchase, loot, quests, or some form of techniques, spells etc) that is beyond just allowing the defeat of end game enemies. 3) that there is some form of story that seeks a resolution by the end of the game, possibly but not relating directly to your main role/character. I don't think when it comes down to it, there needs to be more than that, and in some cases, one or more than those can be stripped right back for the purposes of unique gameplay. Nintendo is a good example and there has been a number of videos produced on the gradual minimalism their games is starting to show. Excellent examples of this is two rpg style games: paper mario and Zelda. Zelda you play the function of link, saviour of the land. Link, even in BotW, gains stronger equipment, gets more life, is able to craft better items, and the story has a resolution. Part of BotW's appeal was making open world very open to the point of not having a wrong answer to where you go (including right to the end straight away), it's only the players ability that holds back. Paper mario faces a similar situation where the complexity of different characters found from n64 to wii, is removed in its wii u and switch varients. It makes it very easy to play if you are young. I think these basic rules can prevent other games, such as shooters from being defined as rpgs. Most shooters you may well have progression of weapons, but usually because a new enemy requires this to be beaten, or a certain stage of a game may require this particular item, that just so happens to be useful for also mowing down unfortunate redshirts, to progress the game. That's not to say some shooters aren't also rpgs, Metro, Stalker, I can think of others that would fit the bill of both. Action Rpgs have also evolved to open world rpgs. Open World rpgs and rpg shooters (even when linear in area and story) share many similar traits. The need for more complexity in games as generations have passed has allowed rpg elements to enter most genres, but it's still possible to differentiate in my opinion.
  19. Sounds like you need to check what system you want to emulate (as in, sound like) and find a relevant tracker for it. Beepbox.co is an interesting site I've been using randomly for the last few weeks, I even do it on my phone. Slightly impractical but a bit of fun when I have a few spare moments.
  20. I'm going to come out and say its unlikely, though the idea sounds interesting. I think its fair to claim that various pre-mega drive consoles had games with seeded levels (platformers/maze style games) but chances are there is not that degree of numbered levels. Part of it is complexity, in a fetch and carry maze like game, there might be 3 or 4 moving elements and then a grid of squares, probably less than 100 with various walls, platforms etc. With the Sonic bonus levels, the grid is significantly larger than the playable space that was in single screen games of previous consoles, and a bit more processing power to work on generating and displaying said levels. Its a neat programming trick that allowed anyone who thought "well what if I put this game in it" to be rewarded with an actual response - and not intended as a primary feature of Sonic and Knuckles (of which the primary reason was to allow sonic 3 to be playable as it was originally intended, and its secondary reason was to allow the amusing element of playing Sonic 2 with Knuckles instead). There is of course games like the original Elite that made very clever use of reading its own game data to generate new systems with set names etc, which was impressive back in the day of cassette tape games - and then there is things like elder Scrolls II that had a silly size of playable map due to generation - however when it comes to level / puzzle based games, I don't think there is anything as famous as the Sonic one.
  21. Unfortunately unlike older consoles + Nintendo with their enforced license deals, newer console players like Sony and Microsoft essentially have to beg developers to allow their games to be on these kinds of systems. It was amusing that some of the library are on alternative consoles like the Saturn, and actually many of the games people complained wasn't on there were originally developed for the Saturn and ported over or were ported to the Saturn at a later date (though some only in Japan). I think if we compare them to early 2600 / intellivision / mega drive etc plug and play systems, it probably is about equal in terms of cheapness of the product, library of games, etc it's just a bit meh. If they wanted to do a good job of it now by trying again, they'd really need to push the angle of a good library of games. Perhaps even cross generation, including ps2 or even ps3 games as well. The flop of the ps1 classic made me wonder if there was a case for developer classics. Take square (Enix) for example, say if the ps1 classic was instead a compilation of FF1, 2,4,5,6,7,8,9, chrono trigger, chrono cross, add in random stuff like chocobo side games that came out on ps1, a few more of their rpgs of the time - that's easily a decent £80+ range of games available for what is virtually nothing in terms of hard drive space these days. Add some special features, the usual music player, interview videos, concept art etc.... There is a system right there that many of us would be very happy to have and plug in and play. If we're buying these devices we're probably quite serious about gaming, why not start filling them with serious games that is both nostalgic and still widely played and speed run online?
  22. I always thought it was clever growing up, and wished more developers did things like that. I find a lot of console rpgs are relatively limited and doesn't plan for post-game enjoyment, they always have an end and even if you can get back into dungeons, there is no post game scaling to allow challenge with good equipment. I've been meaning to put seeding procedures into some of my older pc games but rarely get the chance to give it ago, but I like the idea that people can play the same levels in a seemingly random way. Randomisers for popular retro games sometimes come with an easy graphical code so people "racing" a game have the same setup.
  23. I can test it on my PAL machine which hopefully gives a bit of variance in your test results, I can try it on an emulator as well - I'll send a PM now.
  24. I find it an interesting question, I think it has two elements to it, the first is the obvious - graphical and practical limitations. I think I'm pretty openly anti-N64 on this forum, I think its a mess of a console, almost all the games look ugly, but its not just that a lot of their games is really basic too - Jaguar level. I say this in praise of the Jaguar of being able to achieve nearly the same capabilities of the N64 earlier. Which leads to the second element: How much emersion and world building can you create when you aren't focused entirely on graphics and ultimately sound? While I'm stretching the focus a little, I believe that games of the PS1 era for example - while some games did have voiceovers they were generally terrible. Those that didn't had a massive amount of space to play with compared to previous generations, and not all of it went to graphics (or if it did, it went to variance, rather than detail). One of my favourite eras for JRPGs which is my nostalgic genre of choice is the PS1, almost none of them have voiceovers, there was a lot more focus on interesting character development and world building that couldn't be done simply by slapping more graphical capabilities in the game. Having said that, each era has its "standout" games that go beyond. Phantasy Star of the 8 bit era, Chrono Trigger of the 16 bit, games like Metal Gear Solid 2 and 3 of the PS2. Making graphics work for you, and making gameplay have value is a big part of what makes a game iconic for its period - it also tends to be that these games have milked the console of choice of all its graphical capabilities and done something special with that system to get the most of what was available. I'm hard stretched to pick one of the options, I think there is beautiful PS2 games (and dreamcast and X Box didn't do terrible either) and dare I say, even one or two Gamecube games that look ok - but my nostalgia draws me down a notch to the PS1/Saturn period and I think it really is a nostalgia based answer - its a time where I had disposable income and buying things myself - really soaking in the complexity of story that games give. The introduction of 3D of this period was not total eradication of the 2D before - quite the opposite it relied on saving processing by relying on 2D whenever possible. Imagination was still important and the ability to develop elements around graphics was still important to make a "good" game.
  25. I feel like my option of the 7800 has to come with a bit of a note, I understand the 5200 troubles others have mentioned, but at the time 5200 didn't exist to me because I'm British. I knew about the lynx but me and neighbour had game gear and I think we quite liked the games and feel of it so probably never even thought about the lynx. The jaguar I've only recently had the pleasure of trying out, owning and enjoying recently, while I've been playing 7800 games a lot longer. Although I feel the 7800 has the bonus of being backward compatible as well, I didn't factor that in this poll, it's an extra bonus but I think in terms of its games they are fair in their own right, regardless of what ifs that could have been.
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