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Everything posted by phoboz

  1. Please find this video of a technology demonstrator for a Carnival (shooting gallery) game: The file for those who have the Skunkboard and want to try it: carnivalex2k.cof
  2. I am glad you finally got the game. I also prefer the rectangular control method, as you actually go in the direction you pull the joystick. However, I kept the angular control method, as some people told me they preferred that method (maybe because of the similarities with how you move in Tempest?) Yes, you definitely need to learn the movement patters of the enemies to get far in this game (even if the game is quite generous with extra lives) Once you learned them, it's actually not that difficult. I knew the patterns from start (as I designed them), and I can easily beat the game 2 times in a row. On the second run, it becomes a little bit more difficult, one of the reasons for that is that you don't get extra lives as frequently as you did in the first run (because of the higher score you have accumulated now)
  3. There was a game on Arcade, and on Colecovision called Carnival. It is considered to be one of the best titles for Colecovision. It would be nice with an equivalent (with improved graphics) for the Atari Jaguar.
  4. I hope that someone is willing to help me with this? So let's see what happens... This was actually my first project for the Jag, but I shifted focus to Wormhole for a while. Then I got the opportunity to test my games using a Skunkboard (thanks to the person who helped me with that). Out of all my projects for the Jag, this was just so much fun to play, so I thought it would be a shame to not release it. As this game was really my learning project (did some mistakes in the beginning), I had to apply what I learned to this game, and to make some final touches on the presentation. In one player mode you can control the spider using the D-pads on both joy-pads. One for the walk direction, and the other for the fire direction. In both one, and two player mode you can either use the numeric keypad for the fire direction, or hold button B to toggle between fire mode, and walk mode. The game idea itself is quite well tested by all people who played it on the Vectrex. I have implemented changes based on the feedback I got from them.
  5. I release a new homebrew for the Atari Jaguar today, the game is called SpideX. It was originally released in 2019 for the Vectrex, however, I have re-worked all the graphics (now featuring raster graphics) The new game now also has a 2 player mode, and music by Rimsky-Korsakov, and Khachaturian. It can be ordered here: http://tjocktv.se/product/spidex-atari-jaguar/ Enjoy
  6. Yes, the game is called SpideX, and I am polishing it now. This game was originally released for the Vectrex, and I have spent some time now to replace the vector graphics with nice looking bitmap graphics. I am satisfied with most of the graphics except for the horrible looking large ants. The ants were some of the best looking enemies in the Vectrex version, but Inkscape is horrible at exporting .svg images to low resolution bitmap files. I also added the possibility for 2 player game in the Jaguar version, one red spider, and one purple spider. (this was not possible to realize with the Vectrex version, as the Vectrex only has 1 Kilo Byte RAM) The game now also has some background music: Rimsky-Korsakov - flight of the bumblebee, which I think is a very suitable tune for this game. Nevertheless, I want to keep the gameplay as close as possible to the Vectrex version. I will start a new thread when I have something to show...
  7. Well, actually I made myself a cartridge by burning it on EPROM. However, I really wish they would make a new run for Battlesphere gold. I would be glad pay a normal price for it.
  8. The Dreamcast was the first console I started to develop for, and it was wonderful for it's simplicity. The development environment was all open source (at least the one I used) It had a huge texture RAM, with runtime VQ-decompression. This meant that you could with a snap have super high resolution graphics like in Soulcalibur, that is what really impressed me at that time. This in my opinion compensated for the lower polygon count on the DC compared to the later PS2 titles. On the other hand, on the PS2 you had to constantly move textures to a very small memory (barely enough to fit one medium resolution texture) I am not sure how they finally managed to make impressive titles for the PS2. Maybe they used a lot of low-res polygons instead of using) high-res textures. But the high resolution graphics of the DC simply looks cleaner (in my eyes) on a high resolution monitor.
  9. Is there a way to get in contact with Dr. Typo?
  10. I am sorry, but I was never that impressed by the PS2, maybe a saw it at the wrong time. I had a Nintendo GameCube at that time, and it had a cell shaded Zelda title, and Metroid Prime.
  11. I am sure the developer finally managed to also push the PS2 to it's limits. And every console has its gems. But I doubt that anyone would make the effort today for the PS2 (without a lot of money upfront) By the way, is there a good library available for the Jag to draw triangles effiectly, e.g. if someone would like to make a 3D game for it?
  12. Regarding Pitfall, I think the limitations has to do with the fact that the game was originally developed for a 16-bit console, having a tile based 2d engine. I am also struggling with similar problems with my current game, that I am sure came up during the conversion of Pitfall. If the game would be developed like a NeoGeo game instead (having huge sprites instead of a lot of small fixed size tiles I am sure it would have benefited the Jaguar more) Regarding 3D. I could stay with only 2 early 3D games. These are TIE fighter for the PC, and Battlesphere for the Jaguar. Why, it has to do with a lot of factors besides from the number of polygons. I have tried a lot of space combat sims, including all the new ones. None could fill the void from TIE fighter until I came across Battlesphere (I don't know if Battlesphere is considered a homebrew, as it came out after the Jaguar was officially not supported by Atari anymore) But this game is the one that puts that Jag at the top of the game consoles in my opinion. By the way, from a technical point of view, the PlayStation 2 is by far the worst game console of all times (basically it is a PS1 with a co-processor, e.g. reality engine) I think the SEGA Dreamcast outshined the PS2 in every technical aspects. Still the PS2 is considered one of the most successful consoles of all time, but look at it today? No one will ever develop a game for it, and I am sure that people only developed games for it because they were paid huge sums of money by Sony. (No offense for the PS1 it was great for it's time, but PS2 weren't in the technical domain compared to the Dreamcast, and the Dreamcast did also have great arcade titles, like Soulcalibur, Crazy Taxi, House of the Dead etc.)
  13. Why keep the discussion about what was in the past. Look at the situation today. Look how many cool homebrews we are getting for the Jaguar, while the PlayStation 1, 3DO etc. are all dead. I didn't have a Jaguar back in the day (nor did I care about it), but I got one about a year ago and I absolutely love it (so much I even started to develop games for it myself) And it really shines in certain areas, one of it's perticulary strong points is it's Super Scaler capabilities, utilized by for example Super Burnout. That's why I decided my first game for it (e.g. Wormhole 2000) should be a game that really takes advantage of that. So we have seen so many lists about the most successful consoles of all times. Well I would like to see a list of the most successful consoles in the homebrew scene, e.g. the console that still have a life today. My list would definitely include two consoles that didn't do so well when they were released, but today they have a load of great games released for them every year. This is my list so far: 1. Vectrex 2. Atari Jaguar The Jaguar is a sprite beast that even outperforms the higly regarded NeoGeo. PS. Sorry for deviating from the Pitfall topic, but I respond to the discussion above.
  14. Looks absolutely amazing, very cool mix of vector-like raster-graphics, and traditional 16-bit style bitmap graphics.
  15. No this is a Jaguar Cartridge that you put into the cartridge slot of your Jaguar. The cartridge you have to buy, and it will be shipped to you.
  16. The cartridges I have sold to Songbird are the same cartridges as I produce.
  17. @Sargon, @Neogeoman orders are open again at: http://tjocktv.se/product/wormhole-2000-atari-jaguar/
  18. The game will be available for purchase in the future, I can promise you that. I will let you know as soon as that happens.
  19. I sell the game as a loose cartridge, @Gaztee intends to sell a kit containing: box, manual, and label for the game. So when you order from me you get the game cartridge (which is what you need to play the game). The cartridge you get has a very simple sticker on it, just for identification.
  20. I have now received parts to make a couple of more cartridges, so back-orders are accepted for a while at: http://tjocktv.se/product/wormhole-2000-atari-jaguar/
  21. No worries, the game will be available for purchase in the future. Currently I am busy with delivering the games already ordered, so I had to put the orders on hold for a while. Meanwhile I post the link to the Video of the released version of the game: (the most notable difference is the transition sequence played between the stages)
  22. The game is now released (with joypad support only) http://tjocktv.se/product/wormhole-2000-atari-jaguar/
  23. There are 2 types of power-up 1. Dual fire 2. Shield +3
  24. Yes controls is probably one of the most important aspects of a game. I also added another control method (which I prefer in some situations). Identical to the controls in the oscilloscope vector game "Gyrocks". This mode is called "rectangular" controls (you can actually switch between the control modes during game-play by pressing keypad "2", or "3") The nice thing with this control method is that you control the ship in a classical 2D fashion (so the ship actually goes in the direction you are pulling to on the D-pad) So you can get to any coordinate on the screen, and not only along the outer edge of a circle. Also the closer you get to the screen center, the further away the ship goes. The angle of the ship is automatically aligned toward the screen center. I prefer to switch between these 2 control modes depending on the situation in the game.
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