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Everything posted by Pixelboy

  1. Quick note: While I'm not working on my own version of the Dracula vaporware at the moment, I do have a few ideas for a possible implementation of the game. However, my ideas are rather "loose" and would amount to an unconventional kind of game, which means I'm not sure how much fun the finalized game would be. All this to say that if someone picks up the torch on Dracula, I would just like to be aware of the project, so I don't waste any time working on my own version in the future.
  2. Tried Cabbage Patch Kids with a different controller, and it works fine, so the custom controller I'm using apparently has an unconnected pin 9. This causes trouble with Zenji as well, because it plays fine with a different controller (both from cart and SD card). Montezuma also seems to be allergic to my custom controller. The jumping works fine with other controllers. Fathom seems to behave "normally", as the behavior's the same with blueMSX. I could swear I could make the skill level number go up and down when I played this game as a kid... I'll keep testing over the next few days. Thanks for your assistance!
  3. I've been testing one of my Phoenixes with my collection of CV carts, and I noticed some issues while playing. Can anyone confirm these problems? - Cabbage Patch Kids - Adventures in the Park : Game plays about twice as fast as it should. - Fathom : At the opening skill select screen, moving the joystick in any direction increases the skill level number, but I cannot decrease it. - Montezuma's Revenge : Jumping works about 10% of the time when I press the fire button. - Rock 'n Bolt : When the guy emerges from the hole in the floor, his sprite is entirely visible. Probably because F18A is active by default, so not really a bug. - Zenji : Doesn't work on the Phoenix. Sometimes the title screen appears and I can hear some music, but it crashes quickly. Most of the time, I just get a black screen upon reset. I've tested just over 20 carts so far. It's kind of a drag to have to press the reset button every time I insert a new cart and turn the power on, but the system works fine otherwise. I love the nice, crisp image.
  4. It's interesting to see Analogue having developed a true R&D department, with Kevtris as director. Just think of all those people learning from the master. I would imagine that his team of a "dozen people" is currently split between the Pocket (including the Dock and the cart adaptors) and the Duo. So plenty of work to go around for everybody involved right now. But what is such a large team going to do next, after those two sets of products will have been released? One can only wonder, although I suppose if there's a will to do the PlayStation, they've probably started doing some preliminary work on the project already. There's a little voice inside my head that hopes they'll do a TV-only mini-console version of the Pocket (i.e. cartridge slot on the console, with wired or wireless hand controller) but I know that's unlikely to happen.
  5. Updating all done, and I did the service first. Very nice. By the way, I noticed that my name doesn't appear in the credits of the Phoenix's manual. Less nice...
  6. I am updating my two Phoenixes tonight, I've never done this before and I have a question: Is it best to install the latest SERVICE.PHX file first, or the COREXX.PHX files? Or maybe it doesn't matter in which order I update those components? Thanks in advance for any help.
  7. I was expecting a little more interest in the subject of this thread (or maybe I'm just too impatient) but alright, I'll just post my ideas and leave it at that. I think Nintendo could go beyond the original SMB (and Zelda) and give fans a few more "NES Game & Watch" offerings. Super Mario Bros 3 is an obvious one and they wouldn't even need to put any other games on the device, it would just sell like hotcakes on its own (although a save-state function or a general save feature on the map screen would be a must). Here are a few more suggestions that I think could sell pretty well under the Game & Watch form factor: - Donkey Kong + Donkey Kong Jr + Donkey Kong 3 (please, Nintendo, include the fourth screen in DK!) - Mario Bros + Wrecking Crew + Dr. Mario (not sure this one would see great sales, but it offers variety at least) - Punch-Out (like SMB3, it doesn't need anything else to sell well, but the controls need to be really tight and responsive) - R.C Pro AM + R.C. Pro AM II + Cobra Triangle (the screen would need to be very crisp, to avoid motion blur) I'm excluding Metroid because I don't think the NES game on its own would be enticing enough to sell well. Although if they included a colorized version of Metroid II, it might be worth it... Then again, nah, what people would really want is Super Metroid and that goes beyond the scope of this forum thread. Where third-parties are concerned, I think Capcom and Konami would stand to benefit the most from jumping onto the Game & Watch form factor with their NES libraries. Capcom could put Mega Man 1+2+3 on one device, and Mega Man 4+5+6 on another, and perhaps even do another device with colorized versions of Mega Man III, IV and V on Game Boy. If I had the chance to be involved in the design of those devices, given the need to often jump and shoot at the same time in Mega Man games, I think it would be more comfortable to have the fire button as a face button and the jump button as a shoulder button. It would take a little getting used to, but it would probably be less of a stress on the right thumb given the smaller form factor. But then again, two face buttons could work well too, I suppose, if it works for Super Mario Bros. I expect Capcom would also see good sales with these devices: - 1942 + 1943 (not sure this one would be all that playable on a small screen. The sprites are already small on a regular TV.) - DuckTales 1 + 2 - Commando + Bionic Commando - Ghosts 'n Goblins + Gargoyle's Quest II DuckTales in particular is an almost cathartic experience when you pogo-stick all over the place, and would be well-suited for rainy days or during long car/bus/train rides. Meanwhile, Konami could partner up with other parties to release these: - Castlevania 1 + 2 + 3 - Contra + Super C (perhaps include Operation C on Game Boy as a bonus, if possible?) - Gradius + Life Force - Teenage Mutant Ninja Turtles II - The Arcade Game + TMNT III - The Manhattan Project And finally, here are other good one-off collection possibilities: - Adventure Island 1 + 2 + 3 - Adventure of Lolo 1 + 2 + 3 - Batman + Batman - Return of the Joker - Bubble Bobble + Bubble Bobble Part 2 + Rainbow Islands - Double Dragon 1 + 2 + 3 - Dragon Warrior 1 + 2 + 3 - Ninja Gaiden 1 + 2 + 3 - Shatterhand + Shadow of the Ninja (both were made by Natsume) - Solomon's Key + Fire 'n Ice - Wizards and Warriors 1 + 2 + 3 I think the Batman one in particular would be very interesting: Shape the thing like a Batarang and Batman fans will eat it up. Emulating Return of the Joker would require some work because it uses an advanced mapper, but it's not an unsurmountable technical obstacle. There are lots of NES games that are really good, but not quite good enough to warrant the investment in hardware as Game & Watch one-offs. I think mostly of games like Blaster Master and Mighty Final Fight when I say this. Also, I'm not a fan of sports game on NES (although I enjoyed playing Blades of Steel BITD) so I wouldn't buy any sports collections on the Game & Watch form factor, and I would expect that many other people wouldn't be all that interested either. I should also mention I would prefer seeing a Game Boy Classic with 25+ games on it rather than seeing individual Game-&-Watch-style Game Boy re-releases, aside from the Mega Man GB games and perhaps the Zelda GB/GBC games. As for the Sega Master System, I don't see any games worth converting to Game-&-Watch-style format, mostly because all the good games were done better on the Genesis. And they've already done the Game Gear Micro thing (sigh...) Of course, it's an understatement that all of the above is a glorified pipe dream. We'll be extremely lucky if Nintendo just does Zelda in Game & Watch format next year (let's be honest, they likely won't). But it's nice to think of the most interesting possibilities. The Game & Watch form factor is an attractive one for impulse-buys. Thanks for reading.
  8. True, but I have to wonder if the Analogue Duo's FPGA is strong enough to do PS1 itself. The Duo's CD drive should theoretically be able to read PS1 discs, no?
  9. With the soon-to-be-released Super Mario Bros Game & Watch, an interesting question - worthy of a forum thread - popped into my brain today. Given a form factor similar to the SMB Game & Watch, what NES games (or maybe colorized Game Boy games) would you like to see released (aside from Zelda, which is obvious and could possibly be actually released by Nintendo next year to mark Zelda's 35th anniversary). Sega Master System is permitted as well, if you want. The form factor limits the controls to a D-Pad, two fire buttons, and some smaller buttons like START and SELECT, and as a general rule, you can only put up to three games on a single device. Low-power pause (i.e. save-state) function is permitted. I have plenty of ideas, but I'd rather let you guys and gals voice your own sure-to-buy ideas before I disclose mine. EDIT: I should point out that some games are already available in the Game-&-Watch style, namely the Micro Arcade series. If this is news to you, just do a search for "Micro Arcade" on YouTube and you'll see a few.
  10. The Analogue Duo looks nice. I'm really surprised to see a CD ROM drive on the unit. Could it be jailbroken to play PlayStation discs? That'd be a hoot.
  11. There's something like what you're describing done in Sudoku (the Team Pixelboy Budget Series game) but it's tricky, doesn't work perfectly and I would expect it to be doable only because the game is not as CPU-intensive as most games.
  12. From the blue cart sticking out of the add-on, I'd venture to say that they intended to use their proprietary wafer drive.
  13. I'm sorry, but your post doesn't make a shred of sense to me, and seems completely disconnected from reality, so I'm just going to walk away from this thread, never to return. Good bye.
  14. First of all, if you show a Japanese programmer a game on the Atari 2600, and then show the same game to an American programmer (an entire ocean away) and ask both programmers to reproduce the game on other local consoles, you can be sure that they're not going to produce the same final product. The Japanese programmer will be influenced by his own culture, and more to the point, by what he believes Japanese kids will be more inclined to buy and play, based on the screenshot(s) displayed on the box. This alone explains the widely different graphics between the CV and SG-1000 versions of H.E.R.O.. Look at the other games available in Japan at the time, and you'll notice that H.E.R.O.'s graphics on the SG-1000 are not that far off from other games on the SG-1000, the MSX or the Famicom. Meanwhile, in North-America, programmers had a different philosophy for designing graphics for their games, putting more emphasis on making backgrounds look like paintings as much as possible, and making sprites multicolored, which was something Americans were used to right from the days of the Apple II and TI99-4A. We're talking about a totally different environment, where video game were concerned. Secondly, the CV version of H.E.R.O. doesn't push any particular hardware limits, and neither does the SG-1000 version. In fact, with a little bit of work, you could port the CV version to the SG-1000, and vice-versa. The programmers of the CV version simply put more time into the graphic design phase, nothing more. If you think the SG-1000 version of H.E.R.O. looks worse, then that simply shows that you are America-centric. I'm sure you can find Japanese people who will look at the graphics of the CV version, call them ugly as f*ck, and say that they much prefer the SG-1000 version they grew up with.
  15. The first game to offer a screen-clearing bomb should have been Space Invaders. Take that, you last alien going so fast I can never hit you before you get to the bottom of the screen!
  16. That's eBay for you. Under normal circumstances, I offer my games in the 40$-to-50$ range, with a few titles going over 50 bucks, and the higher price is usually linked to higher production costs, which includes paying programmers for every copy sold. No idea. I haven't really kept up with prices and sales where 2600 homebrewing is concerned. The 2600 community is a lot more active than the ColecoVision one, and it's always been this way. No, that 50-copy limit is specifically for Nether Dungeon, which is a special cartridge-only release. I usually offer more copies than that for regular CIB titles. But yeah, that doesn't stop sellers on eBay from trying to score big profit margins with my games. I'm not the only one, the same happens with CollectorVision and Opcode titles. But you may notice those games stay on eBay for weeks and even months before they find a buyer, because nobody wants to pay those crazy prices. The reason why I released only 50 copies of Nether Dungeon is because the game is a slightly modified re-release of Deep Dungeon Adventure, a game I released years ago as part of the Budget Series in higher numbers. This means the majority of ColecoVision fans already own the game, and I couldn't expect them to pay more money just to buy the same game. I probably could have sold more than 50 copies, but as I stated before, my reserves of cartridge casings is limited. So 50 copies is the best I can do under these circumstances. There will come a time when very, very few people will care about the ColecoVision like we do now. We'll be old people and the future 30-somethings and 40-somethings will be yearning for the games of their youth, namely consoles that came after the Atari/Coleco/Inty. The ColecoVision is not something you want to invest in as a serious business venture. If you want to make money, try releasing games like Venture and Pepper II on today's smartphones and tablets. You may fare a little better than catering to almost-40-year-old hardware.
  17. WHAAAAAT?????? 😮 😮 😮 Dude, you've just proven to everyone here just how clueless you are about complete-in-box homebrewing. For your information, producing boxes, manuals and carts is EXPENSIVE for low production runs like mine, and I sell my games AT COST, with no profit margin. And I have to sell a LOT of games to recoup my money. You don't do homebrewing like this for money, this niche market is way too small. I'm glad there are still enough ColecoVision fans out there who buy Team Pixelboy titles, so even after a decade of doing what I do, I can still be confident that I will recoup my invested money. Really, why don't YOU try it? No, really, go ahead! Have boxes professionally printed on cardboard, full-color manuals printed on glossy paper, cartridges with actual working electronics inside, and don't forget the styrofoam inserts to put inside the boxes. We'll see if you can make that happen for "a few dollars per unit".
  18. Excuse me, did you just call me self-entitled? Really? Your definition of self-entitlement must differ from mine. Ah, so it doesn't seem friendly to you personally, therefore it's not friendly to anyone else. Sure, buddy, whatever you say. Also, I doubt ColecoVision fans would "abandon" this community over just little old me. I would tend to believe that they move on simply because they want to pursue other interests. I've seen plenty of people move on like this over the years. Team Pixelboy is not a private club. Anyone can pre-order games but there is such a thing as a deadline for placing a pre-order. And just in case you missed it, I explained my reasons for not accepting new pre-orders in the most recent Team Pixelboy News Bulletin, which I posted on August 7th. Whether you agree with my reasons or not, that's your thing. Well then, let me attempt to explain things to you as clearly as I can: Team Pixelboy is a hobby for me, not a business, so the term "business practices" doesn't really apply. The number of copies of each game I release is dependent on a few factors, like availability of materials, production deadlines, and motivation (as people will surely understand when they think of Space Shuttle... Really sorry about that... ). And all of that broils down to a question of timing for ColecoVision fans who want to buy these games. I try to leave the window open for people who are interested, but that window eventually closes. If you miss it, then what can I say? Also, please keep in mind that I want to retire. But I'm not going to just suddenly ride off into the sunset, I have a responsibility to honor recorded pre-orders. If I was a self-entitled individual, I wouldn't care about that, I would just drop everything and go.
  19. Your post reeks of self-entitlement. Do the rest of us a favor and get over yourself.
  20. This thread belong in the AtariAge Marketplace, not here.
  21. So you'd have a long wire going from your lap to the TV, and another long wire going to the wall socket? I guess that would be workable, especially with a wall socket close to the couch.
  22. I always wondered if the missing vertical lines on the screen could be fixed. I never really looked it up though, so glad to learn it's possible from the above post.
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