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Pixelboy

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Everything posted by Pixelboy

  1. Are racing games appropriate for your want-list? Something like Star Wars Episode 1 Racer perhaps?
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Y'know, I would gladly buy a translated repro of Real Bout Special, seeing as there's not that much to translate. When such games get translated, some guys in China usually pick up the ROM and offer these translations on real GB carts. I bought several such English translations on eBay, for Game Boy and also for Super-NES, and I'm kinda glad I can buy these, usually for cheap.
  7. Thanks for the link, I tried the demo and liked it a lot, but the Winter 2023 release date made me hesitate a little. But I'd rather pay in advance and keep my fingers crossed than wait and pay scalpers outrageous prices two years from now, so I bit the bullet and bought a pre-order copy of the GBA version.
  8. This topic belongs in the "ColecoVision Programming" sub-forum.
  9. In a word, no. The hardware problems the ADAM had certainly didn't help its reputation, but those were minor problems compared to the much deeper flaws that doomed the ADAM before it even hit the market. 1) The initial idea was to take advantage of the ColecoVision's front expansion port to turn it into a family computer, but the hardware designers at Coleco soon realized that the expansion port couldn't provide enough juice to power everything, so they had to make all kinds of design compromises (like putting the ADAM's main power supply inside the printer) and they ended up with a monster piece of hardware that took up way too much space. Competing computers like the Commodore 64 and the Coco 2 (just to name a couple) looked far more attractive as a result. 2) The ADAM entered its initial hardware design phase at the worst possible time. For one thing, they wanted to use something faster than ordinary cassette tapes, but floppies were not mainstream yet, so they went with a dead-end solution of high-speed cassettes which was completely proprietary, which meant whatever data you had on them could only be read by an ADAM computer. And then there was the printer. Dot-matrix printers were (again) not mainstream yet, so Coleco went with an old-style (and extremely loud) daisy wheel printer. And of course, it didn't take long for both floppy drives and dot matrix printers to take over the home computer market, so the ADAM already looked like an antique by the end of 1984. 3) Coleco saw that consumers were moving away from video game consoles and into home computing, and they wanted a piece of that action, but just looking at the non-game software Coleco released for the ADAM, you can plainly see they had no idea what they were doing in terms of supporting their "little" computer. They figured all they had to do was put out some software like ADAMCalc and Recipe Filer and the whole family would be happy. We all know there's more to it than that. Coleco failed to open up the ADAM to programmers by providing much needed technical documentation, and this led to an underground movement of hackers growing into a community that supported the ADAM with third-party software which Coleco didn't even acknowledge or care much about. You know your computer is in a bad situation when third-party support is an "underground" phenomenon. There was mostly nothing "underground" about the Commodore 64 and this is the clearest expression of why it succeeded where the ADAM failed. Coleco even released a modem for the ADAM, but I can't even recall what kind of support Coleco offered with it. Did they have a phone BBS ADAM users could connect to? I believe that was all underground too. I had an ADAM when I was a kid, and I used it mostly for playing ColecoVision games (and ADAM Super Games) and to write documents with SMARTWriter. SMARTBasic was okay, but at the same time it sucked because its capabilities were limited, and I had no access to documentation that would have allowed me to tap into the ADAM's real potential with PEEK and POKE commands. I didn't even hear about the "underground" third-party support until I was about six months away from ditching my ADAM for my first 386 PC which I needed for college. As much as I loved the ColecoVision back in the day, I can't say the ADAM was a good idea. On the contrary, its uselessly complicated design sealed its fate. A much smaller computer expansion module, targeted solely at kids who wanted to learn programming (and in particular game programming) would have been far better, even if it probably wouldn't have helped Coleco survive the Video Game Crash of '84. At least Coleco wouldn't have sunk so much money into it like they did with the ADAM, and perhaps today we'd fondly remember the Coleco Entertainment System instead of the NES.
  10. The Odin part tells me you're talking about Final Fantasy Legend II, although the "magic meatball" thing that turns a monster into another form is something found in the first Final Fantasy Legend. EDIT: The meat is also found in Final Fantasy Legend II, apparently.
  11. This looks pretty good, but if the levels are going to be flat with block walls, wouldn't it make more sense to call this a Wolfenstein 3D engine rather than a Doom engine?
  12. https://en.wikipedia.org/wiki/Video_game_crash_of_1983
  13. That would be nice. At one point I'm going to post a full list of all the boxes I'm still looking for, with some pictures I found on the net (mainly from colecovisionzone.com) that demonstrate that these boxes exist and what they look like. I'd rather not post this list in this thread because it would be off-topic.
  14. Ah, okay. I thought 8K was a little tight for a game like Frogger. There's one on eBay right now: https://www.ebay.com/itm/224448480317 Nice, but I can't consider this as proof. I can imagine Coleco using an English-only box of Tarzan (to cut costs, especially in 1984) and including an alternate French label in that box for copies sold in Canada. I need to see the actual box of Tarzan with actual bilingual texts on it to truly believe it exists. Well, actually, in this case I'm going to assume it exists and I'm going to add it to my "lookin-for" list, but with a sub-note that the existence of the Canadian box hasn't been explicitly proven yet. Thanks.
  15. Looking at the list above, some questions are popping up in my head: 1) Frogger is actually an 8K game instead of 12K? If so, I better update my trading card template! 2) After some investigation, I located some pictures that confirm that the Canadian version of the Expansion Module #2 and the Roller Controller actually exist, which I was not aware of until now. I even tracked down a picture of the Canadian version of the ColecoVision console box. Guess I'll have to make trading cards for all of those. However, I've never seen a Canadian version of the box for the Super Action Controllers. Did that even exist BITD? 3) There's a Canadian version of Tarzan? With bilingual texts on the front? I've never seen that myself. 4) All I've ever seen is the Canadian version of Evolution, which led me to believe that the game was a Canadian-only release by Coleco Canada. But your list seems to indicate that there's a (non-bilingual) USA version? 5) Is there any visible difference on the front of the box of the Canadian version of Miner 2049er, compared to the USA version? Thanks.
  16. I love the graphics on this game. Very colorful.
  17. Alright, so final question: Are there multiple buildings with a bad guy inside within the same game session?
  18. I can't even reach the warehouse. Is the warehouse the only building where you can stop and exit your pick-up truck (to go into the platforming section)?
  19. By the way, about those weird ROM dumps, it may have something to do with the software used with the dumping hardware. If the user didn't clear the buffer in the PC's RAM between dumps, he may have kept "garbage" from a previous dump (in this case Grog's Revenge). Running the software didn't show those extra bytes to be a problem, so they just posted the ROMs as-is. That's my theory anyway.
  20. Actually, I'm playing this on blueMSX. I just tried setting the machine emulation to regular ColecoVision (no SGM) and I see the title screen normally. I only see it for a small fraction of a second when I use the other machine (with SGM support). Weird... Anyway, thanks for the link to the instructions!
  21. Okie dokie, here it is. It's 28K, but it's an overdump by at least 4K, so 24K in reality, unless there's some additional overdumping I'm not aware of. FALLGUY.ROM
  22. Something else I noticed about the Fall Guy prototype is that the ROM that I have doesn't seem to feature a title screen, but I've seen footage on YouTube with a title screen included. Are there two versions of this prototype floating out there?
  23. Ah, very good, thanks. This saves me the trouble of trying the prototype on real hardware with my AtariMax SD card and my steering wheel. It kinda makes sense too, since there's a spot in the game where you get out of your car and enter a building in a platforming sequence. Not really compatible with the steering wheel!
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