Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Pixelboy last won the day on December 25 2015

Pixelboy had the most liked content!

Community Reputation

4,709 Excellent

About Pixelboy

  • Rank

Contact / Social Media

Profile Information

  • Gender
  • Location
    Montreal, Canada
  • Interests
    Everything related to the ColecoVision.
    Everything related to Metroid.

Recent Profile Visitors

45,225 profile views
  1. I think I just heard the printer/power supply on your Adam just call you a sadistic S.O.B., but that could have been my imagination...
  2. While Castlevania - Dawn of Sorrow was definitely a good game, the inclusion of the magic seal mechanic was indeed a very bad idea.
  3. I suppose that could work... But looking at the contents of the ROM file, there's data all the way to the end of the 32K space, so I don't think a SCE version could be made without seriously reworking the software.
  4. I'm currently snapping screenshots of legacy games under emulation for my ColecoVision trading card collection, and just now I tried taking pics of Dukes of Hazzard. Unlike other games that require special controllers, such as Turbo, Slither or Victory, there's no "standard controller edition" of Dukes of Hazzard that I can use to snap screenshots easily, so spoilers: Expect the screenshot on the back of the trading card of Dukes of Hazzard to be pretty underwhelming. But that got me thinking: If someone was willing to go through the trouble of hacking this game into an "SCE" version, how could the controls work? The steering wheel would be mapped to left and right on the joystick, either side buttons could be mapped to the accelerator pedal, but what about shifting gears? I see three possible scenarios: 1) Just map the four gears to the [1], [2], [3] and [4] keys on the keypad. This would be the simplest way, but it could also cause some issues because the control mechanics in this game are built around moving the gearstick in a "realistic" manner, and having the gearstick icon just "teleport" to its intended position would alter the flow of the game in a meaningful way. It could even confuse or disrupt the software, although I don't really know how it's coded under the hood. (See what I did there? ) 2) Create a sort of virtual joystick with the [2], [4], [6] and [8] keys, to move the gearstick on the screen in the same way as it's done in the original version (which required the Expansion Module #2). That could work, but I honestly think it would be a pain to use effectively, as you would need to look down at the keypad constantly to make sure you're pressing the correct key. 3) I think this is the better solution, although I don't know if there's room in the 32K cart to implement it: Program some basic "intelligence" into the gear shifting interface. Here's how it would work: If you want to move the stick to first gear, just press [1] on the keypad repeatedly until the stick reaches the desired position. So for example, if the gearstick icon is located in the center of the gear box, press the [1] key twice (once to move the icon to the left, and once again to move it up to first gear). If you want to go from second to third gear, press the [3] key four times (to make the icon go up, right, right, up to reach third gear). If you want to go from third gear back to first, press [1] four times (to make the icon go down, left, left and up to reach first gear). In essence, the software itself would move the gear stick according to the player's wishes, so with a little practice, the player would only need to monitor the gear box on the screen to switch gears. With this system, I think the most natural configuration would be [1] tied to first gear, [4] to second gear, [3] to third gear, and [6] to fourth gear. In all cases, the [#] key could be used as the handbrake button, and the game would be playable with a single stock controller. What do y'all think?
  5. The Pocket and the Duo haven't been released yet. Not announcing any new product this year is totally normal and acceptable considering the current world situation.
  6. Nice Mr Do clone, but this must be the most depressing background music I've ever heard in a game.
  7. I would call games like Bejeweled and Shanghai guilty pleasures, because those are the kinds of "zone out" games that I tend to play while I know I should be doing something "better" with my time. Of course, you can say the same for pretty much all video games, but playing a video game is usually something you set time aside for, while games like Bejeweled and Shanghai can be addictive to the point where you're playing them for extended periods of time and you neglect doing house chores or homework or whatever other tasks you're supposed to do today.
  8. Are you sure it's "safe" to put the CRT directly on top of the AV switcher like that? I wouldn't put anything heavy on top of a DVD player or similar hardware, unless it's certified to be able to support the weight.
  9. In this case, I would think that after over a year of mostly staying home (because of the ongoing pandemic) and playing video games, and after years of buying all sorts of mini consoles and clone consoles, people's interest in this kind of hardware is beginning to wane. It's like going to the amusement park for the 10th time, you feel like you've seen it all, and the "gotta have it now" feeling is not quite as intense as it used to be. We know the Pocket is coming, and we can all do other things while we wait for it.
  10. Are racing games appropriate for your want-list? Something like Star Wars Episode 1 Racer perhaps?
  11. I agree with pretty much all of the above. Also, many of the best games of the PS1 era ended up being remade or having sequels on more recent consoles, and those games are usually more interesting to play than the PS1 originals (Resident Evil and Tomb Raider are good examples). The PS1 does have many gems (Mega Man Legends, Castlevania SOTN, and many more) but there are several ways to play those games on other systems (even on handhelds) and PS1 emulation is getting pretty good too. Finally, unlike carts which are generally sturdy (can't say the same about cart labels, but anyway) game discs tend to get scratched easily, which makes tracking down PS1 games in good condition a bit of a chore. Same can be said for GameCube games too, of course, but collecting complete-in-box PS1 games is like collecting music CDs: When you store them on shelves, all you see are slim plastic casings with barely enough space to print the game's name on the side, and that doesn't exactly enhance nostalgia. At least in my personal opinion. I guess what I'm trying to say is that more so than other consoles, people are not so much nostalgic about the PS1 itself (although it's admittedly a good machine) as they are about specific PS1 games that can't be played on more modern machines. This is in part because during those days, Sony wasn't too much into "first-party titles" like Nintendo was.
  12. Except for Up 'n Down, which was published by Sega on the ColecoVision. It was released at the very end of the ColecoVision's life, so if it hadn't been for the Crash of '84, Sega would probably have published a few more on the platform.
  13. Graphics don't define a good game, the talent of the game's designers and coders does. I've seen awesome games on graphically-limited machines, just like I've seen games with gorgeous graphics that turned out to be disappointing duds. To me, choosing between 8-bit, 16-bit or 32-bit graphics is just a question of preference, in terms of the target audience. If you want to attract the attention of old-timers and retrogamers, you go 8-bit. For the slightly younger crowd, 16-bit can be a good choice. 32-bit is for people who find 8-bit and 16-bit to be too "old" for their taste. For the rest, as I said, it's just a question of talent, and also dedication to quality and project completion. But anyway, to answer your question more specifically, I'd press the "8-bit" button, but as a ColecoVision homebrew publisher, that kinda goes without saying.
  14. Not sure what you're expecting here, but the ADAM only has 15 different colors, and only three "non-color" colors, namely black, white and gray, and the gray happens to be very close to white. If you submit a picture with too many shades of grey, it's going to start using other colors like blue to "simulate" darker shades of grey, and yellows/greens for lighter shades of grey where grey and white are too light to match. What you need is a picture converter that does dithering. Not sure if that exists on the ADAM.
  • Create New...