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Everything posted by Pixelboy

  1. They may all use the Z80, but their respective architectures are different enough that porting a game from one machine to another is not straightforward enough to have ROM conversion software that can handle anything. There's a lot of "human intervention" required in porting a game adequately. But that's not to say that it's not possible to automate a certain percentage of the work. However, so many of the good MSX and SG-1000 games have already been ported to the ColecoVision that the pertinence of such "partial" ROM conversion software is questionable, if any homebrewer was to develop such tools that could be made public for others.
  2. I don't think that pic was Photoshopped. Koalas pick up and play with anything that you put in front of them, kinda like raccoons. But I'm sure it took a lot of tries to get the picture just right.
  3. Galaxian has already been released on ColecoVision, and it's a very good version. I'm not looking to publish Dig Dug.
  4. So it wasn't a wild goose chase, it was a wild koala chase.
  5. Although it had a game cartridge port built-in, you couldn't really do that with the Coleco Adam unless you had a lot of space in front of the living room TV. Back in the 80s, I had my ADAM installed in the basement, on its own desk, and its own dedicated TV.
  6. First is Root Beer Tapper, second is Tutankham. Third one must be for a homebrew game, because I can't link it to any ColecoVision legacy game. Is the third one a ColecoVision controller to begin with?
  7. I was tempted to do another Team Pixelboy News Bulletin for this, but I decided to just post the news here, since it's only one single piece of news. Simply put, I have decided to (once again) suspend the processing of any new pre-orders for Team Pixelboy games. I (with the usual suspects collaborators) will be working to honor the pre-orders already recorded, no more, no less. I cannot say when I will resume taking pre-orders, but I know it's going to take at least a few months. And that is all.
  8. The box looks pretty new, so I have to wonder if it's a repro. I believe it was the guys over at CollectorVision who produced repro boxes for the Bit Corp games several years ago. The first question to ask is if their repros have German text on the back.
  9. If it's an authentic box (not a repro) then this is an awesome score.
  10. Double Breakout came out first. The author renamed the game to Deflektor Kollection after a company (was it Atari Infogrames?) complained about unauthorized usage of the "Breakout" name.
  11. I'm going to assume that we're talking about pre-NES consoles. If you take any given city in North-America, and you manage to determine how many owners of a particular pre-NES console there are, you will likely find that they are separated by a good distance from one another, geographically. So in most cases, games played in two-player mode will be played within the same family unit. How many kids today play pre-NES consoles with their parents? I'm sure there are a few out there, but I would say that they form a small minority, as kids today prefer playing games on current consoles and modern devices. So that's why I don't see two-player modes as a big selling point, when trying to sell homebrew games. I could be wrong, but I picture most pre-NES consoles still in operation today to be played by single players, in one-player mode. If you're talking about NES and beyond, then there are more owners of those consoles out there, and so it's more likely that two people can meet up and play games together, in two-player mode. But again, it really depends on the game. Sports game can find an audience, since they often involve two players playing head-to-head. Some classic arcade titles like Wizard of Wor can also attract attention in that respect. But I believe a good one-player mode is always a better selling point than a good two-player mode, even if the two-player mode is lots of fun.
  12. Depends on the game, I guess. Also depends on the targeted video game console.
  13. If Kev truly intends to make cores for the Game Gear, Lynx and NGPC on the Analogue Pocket, then I think that alone is going to keep him busy for quite some time. Also, I have to wonder how much hardware will be packed under the hood of the Pocket's "Dock" module. USB, Bluetooth, HDMI output? There's some work for Kev there too.
  14. That's why cartridge adaptors would be more than the little devices we've seen with the Mega SG. I would imagine the cartridge adaptors being bigger plug-in modules equiped with their own custom controller ports. Something like the Expansion Module #1 for ColecoVision.
  15. I gotta say, that Channel F box is in great shape after all these years.
  16. If you want the homebrews too, then it would perhaps be preferable to set up a Raspberry Pi with a Vectrex emulator, together with a miniature screen and some kind of controller with joystick and 4 buttons. I wouldn't usually suggest an R-Pi solution like that, but the Vectrex being somewhat obscure compared to most other consoles of the time (and the vector screen being completely outdated tech that no company is its right mind would try to manufacture again today) then just going for a cheap solution seems appropriate, IMHO. The only "trick", aside from a custom plastic enclosure for the unit, would be to make sure that the miniature screen is oriented (and used) in TATE mode. Of course, you could also replace the R-Pi with a dedicated FPGA, and this would make it possible to install and run TATE-oriented arcade game cores on the little unit, but then the main draw of the unit would be the arcade games, and the Vectrex core would be a minor extra.
  17. Nintendo is better off re-releasing their first-party N64 games on the Switch anyhow. Then they don't have to invest in "old" controller tech for a mini, which as you said would drive up the price tag significantly. Theme-colored Game Boy Minis would make more sense, IMHO. Something like: Red GB Mini: Collection of Mario-themed and Wario-themed GB games Green GB Mini: Link's Awakening and both Oracle Zelda games, plus perhaps a few third-party extras like Final Fantasy Adventure and Crystalis. Blue GB Mini : Miscellaneous collection: Pokemon Yellow, Metroid II, Kid Icarus, Game & Watch Gallery, Alleyway, SolarStriker, Kirby, etc. Yellow GB Mini: Collection of Donkey Kong-themed GB games (Donkey Kong '94, the three Donkey Kong Land GB titles, and Donkey Kong Country GBC) Nintendo would probably come up with a different lineup of games for each color, but you get the idea. Offering different GB Mini colors with different games for each color would drive the "gotta have 'em all" hype machine, especially if Nintendo managed to keep them cheap, like no more than 30 bucks each.
  18. Actually, I have three copies of that game. Your pre-order is linked to one of them. The last one (which I mentioned above) found a buyer this morning. So all copies of Stray Cat which I had to offer are now spoken for.
  19. I wouldn't personally place a number (1st, 2nd, 3rd, whatever) on a generation without giving it some serious thought, but all I can say for sure is that between 1982 and 1984, when I went to retail stores, toy stores and video game boutiques, I saw one section for Atari 2600 games, one section for ColecoVision games, and one section for Intellivision games (if I'm not mistaken, the Atari 5200 was never released in Canada, or at least never in Quebec). Those three consoles were very clearly in competition with one another on store shelves, and that, above any measure of technological advancement, is what makes me "lump" these consoles together into one "generation". By the time the NES arrived (and the SMS soon after), the Atari, ColecoVision and Intellivision were ancient history in terms of retail sales. You were lucky to find them in bargain bins by 1985. So since the NES/SMS did not really overlap with the 2600/Coleco/Inty, I see the NES/SMS as a different generation. Categorizing consoles solely around their technological architecture is not a good idea, IMHO, because at the time, computer technology was progressing by leaps and bounds in the public's eye. Just adding hardware-based scrolling (which in itself was a simple feature added to a graphic chip) in addition to having more ROM+RAM space to work with, made a world of difference in what a console could do during those early days of 8-bit video gaming. Remove hardware scrolling from the NES, and you'd essentially have a ColecoVision with more colors. Going from 8-bit to 16-bit was a clear generation leap, so technological architecture cannot be ignored, obviously. But from my point of view, the Atari 5200 and 7800 were more associated to the 2600/Coleco/Inty era than the NES/SMS era: As a kid, once you "tasted" Super Mario Bros or Mega Man, every console that came before the NES seemed outdated, if not totally obsolete.
  20. Most of the early titles are permanently sold out, while many of the latest can still be pre-ordered. In fact, right now I have a copy of The Stone of Wisdom and a copy of Stray Cat which are available and ready to ship. Anyway, anyone who is interested in Team Pixelboy titles should just contact me by e-mail at pixelboy at teampixelboy dot com for more information.
  21. Just have a look at some footage of the SG-1000 version on YouTube. That should give you an idea of what the game is like, since the CV version is a straight port.
  22. Zaxxon II, like all the other games of the Mystery Man Collection, is sold out. Or more precisely, all copies are now tied to pre-orders. Zaxxon II is a port of the SG-1000 version, which was originally called Zaxxon, but it had to be renamed for obvious reasons.
  23. You should realize that the odds of abandonning a project before its completion are much greater for an NES game that's proposed to reach the scope of commercial offerings (like 128K or more). That's what I like about the ColecoVision, as a publisher: 32K represents a sweet spot where any bedroom coder can make a good game in a reasonable amount of free time, assuming he/she has a good understanding of the hardware and some programming experience. Anything over 32K requires a lot more dedication to carry the project through to the end, and not many have the drive (and the free time) to do this. It should be noted that if you have access to a full IDE (Integrated Development Environment) with graphic editor, sound editor and whatnot, then making bigger games becomes a more manageable possibility, but it's not necessarily easier. You can still get bored of your own project and drop it when everything else in the universe seems more interesting than that last 20% of work you need to do to finish your game. EDIT: And don't get me started on team programming. That may work fine when people are paid to do their jobs, but homebrew teams break up and go their separate ways very easily.
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