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MrTrust

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About MrTrust

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    Chopper Commander
  • Birthday 01/17/1983

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  1. Being the a little kid at the time when the TV show was a big deal here in the states, Smurf Paint n' Play Workshop was the one that got all the love. That thing was nuts for a Colecovision cartridge. Crate your own scenes, record your own animations, just play around sandbox-style. We played it for hours; wore the top layer off the keypad with it. Best thing about Rescue was how the Smurf died: one frame 270° rotation and "clunk".
  2. Most everything on the CV that I would want to play now is available on one of the Atari systems I have in a comparable version, and those that aren't wouldn't happen in a million years anyway. So this might as well be a list of my favorite CV games not on the 5200, but hey, since you asked: It's Only Rock n' Roll - Always loved this one, and my username comes from the name of your band's shyster manager, so it would be great to see it in a proper Atari version. 2010: The Graphic Action Game - Great graphics, sound, and atmosphere from the movie. Very 80s in an authentic, not kitsch-y way. Fortune Builder - People talk about how the CV was all arcade ports, but it had really great simulation games, and this is one. Great 8-bit renditions of Vivaldi and Mussorgsky tunes. The CV is almost entirely responsible for my appreciation of classical music. So many games on the system had them. The Heist - Not a lot of platformers on the 5200. This one would be a good fit. B.C.'s Quest for Tires II: Grog's Revenge - The first one got onto Atari, so what gives? Looping - 5200 would likely have better scrolling. Would love to hear Bach's Invention 8 in F Major coming out of the POKEY.
  3. Game 3: 351 Game 7: 360 and not a single .gif of Winchester smashing the record on the final episode to express my frustration. Oh, man, you must not have had Boomer parents like me and my neighbors. Once they started running that in syndication 3-4 times a day in the '90s, it was on the TV in our houses constantly. I liked it okay as a kid, but looking back, man, a little of former Atari 8-Bit computer pitchman Alan Alda (and is also noteworthy for other things, I suppose) goes a long way.
  4. Switched to the ol' original cart because if I'm not going to use it in this situation, what's the point of having it at all? I don't feel like I did any worse with it anyway. 1 Lap: 26,300 - 23,350 - 22,800 2 Lap: 37,000 - 33,050 - 32,650 8 Lap: 55,150 Clearly there is something going on with my 800XL's colors, which is what I'm going to blame not being able to finish the race on.
  5. Given the prices on lumber as of late, that's hardly even a joke.
  6. Well, I'll be damned. It looks like at least the Exidy games from that era had optical sensors after all. I wonder why, since they were all mounted anyway. I never played with the XEGS gun, but it looks like that's just a light pen inside a gun casing. So, I guess what that does is, rather than just read whether or not light hits the sensor, or have some sort of encoding, you track what scanline and pixel the beam is on when light hits the sensor and go from there. If that's the way they did it with the SMS gun, I'm very surprised how accurately that works, and even from a distance. And you can build that out just a few components. So, I guess there really were no technical hurdles to doing it at all, even with two players, and Swami's probably right. Though, I believe if you were going to try and resurrect the light gun idea today, some sort of swivel-mounted analog joystick "gun" would be the way to go given how many people no longer play on CRTs. Granted, you'd have to set it on a coffee table or something, but that would still be pretty cool.
  7. That, and more often than not, the arcade gun games at the time didn't use light guns, but big joysticks disguised as a gun (or crossbow, of course). Of course, now that I say that, you could theoretically make a faux light gun out of a set of paddles. Put a gun on a rocker that turns one pot for your x coordinate and one for the y. You could even have a secondary fire button. You have big enough carts now that you could have room for a calibration program. Play it on any TV and from any distance from the screen. I wonder if Crossbow could be hacked to do such a thing.
  8. Sure. The technology itself wasn't even new at the time, right? The question is only over why they would choose not to. I've never played the Telstar or Odyssey or whatever other gun games existed at the time. From what I've seen they were all pretty much the same. A single bouncing white block on a black background, maybe the 2nd player can steer it with a dial or something. Again, this is just my assumption and I can't find much detail on the actual designs of those guns, but I would bet they can't do any other kind of game. Like I said, a cheap phototransistor gets hit with light from the target, you get current on the pin, and click, you get a point. If that's indeed how they worked, I imagine they'd be very unreliable unless you were playing in a dark room with the contrast on the TV adjusted properly. To do something with multiple targets and a color display, you'd have to do what the NES gun did and black out the screen and flash the different target areas to encode what the gun's actually pointed at when the trigger is depressed. Of, course, yeah, still a fairly simple device, but more complicated than, say, a paddle controller, no?
  9. Did they actually have such a predilection? I guess, strictly speaking, there were a bunch of different controllers for the 2600 produced by Atari, but really they're all variations on 2-3 main designs; joysticks, paddles, keypads. Either a bunch of switches on a board with a resistor, or one or two pots with a switch. I know I'm simplifying it, but still. Now, I'm not that knowledgable, but wouldn't a light gun for thr 2600 be much more parts heavy than any of the controllers they produced for the system (other than the trackball, which is kind of a mystery unto itself)? I mean, I imagine you could build a really primative light gun out of a cheap phototransistor and not much else, but that would likely only work on a black and white display (and probably not very accurately at that), and wasn't color one of Atari's claims to fame at the time? Just a hunch, but my guess is a light gun would be more parts-heavy and complicated to engineer and service than the sorts of brutally simple input devices they were making, and they figured "why bother?". Also, in the early days of the 2600 especially, there was a lot of emphasis on 2-player head-to-head games, which I imagine would be a nightmare to try and make work on the 2600, if indeed it would be possible at all. So, maybe it just didn't fit their product line at the time. Whatever the reason, can you blame them, really? I'm a big fan of light gun games, but it took a looooooong time for the tech that was avaiable on home consoles to catch up the with coin-ops. I shudder to think what stable of 2600 gun games might turn out like. In the 80s, anyway.
  10. That's pretty amazing. Might be worth buying the box to play. So, is the 8-bit Hub doing coprocessing on this or could you play it on a stock machine offline? I get that would be largely missing the point, but just out of curiosity.
  11. Glad to see the PC version of MFF is coming along. The 5200 version's a big hit in our house with my daughter. It's about the only thing she'll take over Super Mario Maker 2 at the moment.
  12. Sorry, I'll try to make my shitposting more on-brand: Ha ha! Yeah, and also what if Atari sold missile guidance systems to Iraq '84 and Tramiel is dragged into the Hague and charged with an international crime? The 7800 launches in '84 with the best home conversion of Bubbles ever and sells 4,000,000 units by '87! They're so successful that Reagan taps the company to help with the tech for the nuclear defense program, and they're so flush with cash they hire, get this, THE Bill Murray as their spokesman, pictured here announcing the initiative.
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