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  • Rank
    Combat Commando
  • Birthday 08/05/1975

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  • Custom Status
    The Sultan of All Things Absorbent
  • Gender
  • Location
    Crook County, Illinois
  • Interests
    Retro gaming, modern gaming, sim-gaming, game-modding, oval racing (especially dirt oval). I help run a dirt oval sim racing community called Slingindirt. I go to a lot of dirt oval races in real life. I collect consoles. I'm artistic and creative. I'm a Mac and Amigan, love Linux... dislike Windows but tolerate it for PC gaming (at times). I've built my own PC's before.
  • Currently Playing
    Ummm... could be just about anything. LoL
  • Playing Next
    And probably whatever came after I currently played just before this. :)

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  1. Just tinkering around and trying to get my profile properly sorted.

  2. I have 2 games that I'm trying to track down. Both games were educational for Apple ][. The first one was from when I was in grammar school. The timeframe is 1980-1987. It was a math game that featured a little space ship on-screen that was shaped like an n-gon (10-12 sided). In the middle of the space ship it would either have a math problem or the answer, and attacking the space ship outside would be either an answer or math problem. I can't remember if you had to use the arrow keys to change the answer or use the arrow keys to select which problem you were attacking with whatever answer your ship held inside. Once you had the right answer for the right problem you hit the space bar and the ship would fire. Correct answers obviously eliminated the problem whereas errors would miss (with a primitive raspberry-style sound) and the problem or answer outside of the ship would keep creeping closer and closer. The game covered addition, subtraction, multiplication and division. It might've been a derivative of Math Blaster but most iterations I've seen seemed far more primitive and far less engaging than what I'm thinking of. The other game was while I was in Junior High so we're looking at up until 1989. The game could've conceivably been made prior to me entering Jr. High. It reminded me a bit of the movie Innerspace featuring Martin Short and Dennis Quaid. You were miniaturized down inside of a miniature spaceship-style craft and had to enter the human body (I almost want to say you entered through the mouth vs. being injected, as I think it was a challenge to navigate your way into the body around the teeth and tongue, etc.). It was an edutainment level game as you did a fair amount of learning about the human body but also had moments where your ship was being attacked by white blood cells and you had to shoot them. I remember it had some pretty awesome still screen artwork even on the monochrome screens we had back then. On color monitors (we had a mix of both in the lab at the Jr. High) the color palette was obviously very limited but it still was quite impressive.
  3. I'll put in a vote for Auto Racing. Of all of the racing games on any consoles out there at the time, it was the most excruciating from a frustration standpoint. It was a neat concept with the overhead view but controls were beyond difficult.
  4. I realize this is a very old thread but a lot of what I see here is still relevant to most of us. My thought pattern is slightly different in concept to what Numbthumb posted above but has some similarities in concept. Rather than look out to Hyperkin to make another hardwired controller, my goal was to build a Bluetooth controller that Intellivision Corp. could sell/market. For getting the device manufactured, they could go through someone like 8BitDo who has a lot of experience with Bluetooth based controllers and dongles. This controller could appeal to those with Sears Super Video Arcade and Intellivision II systems which are plentiful. These controllers could also be used with the Intellivision Flashback systems with the same Dongle but with some form of mode switch built in to alter the way the controller interacts with the system. Finally, since the controller is Bluetooth... it could work with any single board computer or desktop computer that has Bluetooth compatibility. That opens a pretty sizable market for anyone using an Intellivision emulator. Which, since aging hardware can be finicky... having access to newer hardware to play Intellivision games on could be the potential largest market. Further inspiration for the controller came from trying to match up an officially licensed Intellivision product in aesthetic. I went with the Intellivision II (since it was the only Intellivision system that supported DB9 connections) and my goal would be to design the controller to fit the system as replacements for the original OEM controllers (the above controllers weren't designed to any scale though, I just mocked up a concept in Illustrator). The original Intellivision had it's controllers hardwired and therefore would require tinkerers to mod them to work with this type of controller. For some, they would likely opt that mod... for others that don't want to Frankenstein an original pure Intellivision, they weren't really the target audience for this controller to begin with. 8BitDo could theoretically just alter the color scheme as they have with various controllers in the past so it at least matches in color if it doesn't exactly fit in the particular slots. Then again, since it's Bluetooth you'd probably not store the controllers exactly with the system and instead set them aside someplace to be charged since they also would contain Li-Ion batteries. I figure the controller could have a USB-type C port in the top to work with USB cable connectors and/or the controllers could also support wireless charging via a wireless mat. As such, it doesn't really matter if your Intellivision Pro controllers match up cosmetically and/or physically with the indentions in the original Intellivision, clones, or foreign market systems. All that matters is whether you can retrofit to accept a dongle, if it can use a dongle, or if the controller just works with the system itself. For the control pad region... my thought process was to go solid state, combining the concept of either an iPod Clickwheel with the touch sensitive control pads from the Steam controller. The cosmetic of the disc is more akin to the Steam controller for that reason. On the controller I included a pair of jog switches for controlling rapid fire for the triggers as well as a way to dial the 16-way controls of the disc down to 4-way for games where it'd be preferred. I stuck with a thumb-based pad simply because... I don't believe a joystick to be necessity. In majority I see most games of today relying on 4-way dpads, not 4-way joysticks... with the only stick-based controllers being the typical analog nub joysticks that are used in majority for greater than 4-way control. I'm not foreseeing this controller as an alternative to a good XBox One, PS4, etc. controller and in fact figure anyone that's buying one from Intellivision Corp. or 8BitDo is likely using it as a controller on a retro-based single board computer in majority to better play games that ran on systems like Colecovision, Atari 5200, and... the Intellivision itself. If you are going to play anything else on a Retropie or similar system, I'd anticipate you'd use another controller more dedicated to that task. So... I didn't bother trying to devise a stick attachment. I felt the touch register of the Steam controller with the click to actuate the selection would be plenty enough and probably be more responsive. In fact... you could perhaps even run greater than 16-way on this controller if you ultimately wanted to. As far as the back design of my controller... since some complain about the ergonomics I did try to create an indention in the back for better gripping the controller by the control disc and adding duplicate trigger buttons in the underside of the controller. I'm not sure if this would ergonomically improve gameplay but... it was just an idea or concept. Ultimately, my main goal would be to see the controllers themselves feature mechanical switch mouse-style triggers for each of the side triggers as well as the bottom triggers. My goal is to basically make an Intellivision II sized controller which I feel has adequate size/heft but has God awful triggers for comfortably playing the game. Using more ergonomic trigger controls with a more accurate directional disc IMHO would rectify a great deal of the performance concerns with the original controller. Basically put, I'd consider this a higher grade controller than the original made with mechanical switches and a more advanced technology to the directional controller. I'd expect some heft with the Li-Ion battery and since it'd use an actual circuit board inside with actual mechanical switches for triggers with the membrane keypad (not really as important to have tactile switches and likely make it less feasible), it would definitely be more of a premium accessory. I consider this important because I don't consider the Intellivision market to be quite as sizable as the NES, SNES, or Genesis amongst retro gamers so there'd be a need for a premium device and likely a product with a higher price tag. I think those that are diehard Intellivision fans though would likely more than be willing to pay the premium to get something that wasn't shoddy. We're very passionate about our systems and our love affair with said system and games. We have to be to cling to a system this old when there's plenty of newer systems. That and the historical lack of options makes a premium controller that does everything well out of the box (imperative that it's tested to do so) to me a sought after item within what is likely a more niche crowd. And the best thing about it is if we underestimate the niche crowd's overall size... if handled via a Kickstarter-style campaign, the more the merrier. The larger a pool of customers we can get... the more hopefully it'll drive the pricing down. At any rate... here's my illustrated concept. It's not perfect by any stretch but it's just something I felt compelled to throw together after purchasing an Intellivision II recently (to go with the Sears Super Video Arcade I've owned since I was 5 years old, in 1980). I wanted to stay true to the Intellivision II aesthetic, improve on the functionality, and come up with something that like many of the 8BitDo controllers that support Bluetooth... is a modernized alternative to the original controller that would fit in the same slots on an Intellivision II and be identifiable to Intellivision diehards. I could see a black/gold variety of the same controller design being sold that would require customers to either mod their original consoles or... just to more appeal to people's sensibilities for a black controller with gold accents to use with their Flashback or Retropie-style systems sans dongle (no need for one and if you do, you'd just use a Standard Bluetooth dongle... not that Pi 3/3b needs one). Note: The top indention is designed for any clearance needs of an Intellivision II-based Bluetooth dongle in the event the controller were sat in the top of that system. Ultimately, I still believe the majority of users would likely store the controllers to the side for charging via either USB-C or some sort of wireless charging mat. I also believe that having that area more carved out could help with the weight balance of the controller helping bring more of the weight closer to the bottom of the controller which is beneficial to a controller that's often held in both hands (one hand behind wrapped around the triggers from behind, one hand at the bottom with finger/thumb front to back over the Dpad), but could be held in one hand using the control disc and back of the controller (hence the back triggers). To be honest, I'd have to see the controller in physical action to see if the back-based triggers make any sense at all. If not, just having a slight indention for a better grip for the controller and to help keep the controller a bit heavier as a lower counterweight to the battery might be a better choice. Just wanted to share my idea. Thanks!
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