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Pixelboy

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Posts posted by Pixelboy

  1. I would like to know what other games are roller controller only games? Ive got to admit, I was getting very bored with video games till I got this new toy! Please list for me other great games for this controller

    Sadly, the only other games that work with the Roller Controller are Victory, Omega Race and War Games (in two-player mode).

  2. So the word is related to the amount of original code which is used between two versions? What if a Windows game has to be completely re-written to run on a Mac -- is it still a port?

    Most non-gaming programmers will tell you that it's a port if most of the original code is used to make the same program on another platform (common libraries to both platforms are not considered in the equation). Otherwise, it can be labelled as a conversion. But that distinction doesn't usually apply in the gaming world, especially console gaming, which is the point I was trying to make in my first post in this thread. The term "port" and "conversion" are synonymous as far as gaming goes.

     

    Or what if a console game does in fact use code from the arcade version? Port, conversion, translation, or something else?

    If it uses most of the arcade version's code, then it can be labelled as a port, in Wikipedia's "straight" sense of the term.

  3. And Skippy without the peanut on top is NOT Skippy. :roll:

     

    Seriously, all this prooves is that we "ordinary folks" are using a word to describe something we all understand. When anyone here talks about a "port", everybody else knows what the term stands for, even if "Wiki univershity professors" have a different definition for said term.

  4. I wonder if an Atari 2600 clone could be made that would feature a card reader instead of a cartridge slot... Basically, it would work like the NES games on e-Reader cards: Each card would contain a part of the entire game program, and you just swipe the cards into the reader. The currently loaded game is stored in RAM until the unit is turned off, and you just play the game on the TV. Nintendo's GBA e-Reader card technology could store up to 2.2K on a single dot-code strip, so I figure they could fit certain Atari 2600 games like Adventure on a single card using the same technique! :)

  5. One way or another DK is available on most classic consoles, so it'd be a pretty redundant task compared to something considerably fresh like Bosconian for example.

    That's a good point, I suppose, but on the other hand, lots of people were happy when a decent version of Pac-Man was released on the 2600, even if it's a hack of Ms. Pac-Man. The same logic can be applied to DK, and so it all comes down to johnnywc's ultimate motivation: If he's coding new Atari 2600 games to put a smile on retrogamers' faces, then he can't go wrong with a redo of DK, as most people will thanks him for his efforts, much like they did for Lady Bug. Otherwise, if his goal is really to do something fresh on the 2600, then I say forget the poll altogether and do what you feel like, johnny! :D

  6. It's basically the same system as the MSX. If the market/timing/pricing were different, and we had gotten MSX tech instead of ADAM, things could have been different. Could you imagine the whole Konami catalog on the Colecovision? Check out this list of games. I had the MSX Antiques collection for the Japanese Saturn a while back, and it definitely had the same scrolling issues as the Colecovision, but the variety is simply amazing. And Metal Gear started there, too ... for what that's worth. :ponder:

    One major difference is that the MSX offers 8K of RAM, while the CV offers only 1K, so porting MSX games to the CV is rarely a cakewalk. But yeah, expanding the CV to follow the MSX standard would have been a much better move than what Coleco did with the ADAM.

     

    However, no matter what standard they would have chosen, it's the access to the tech docs that counts. Twenty years ago, when the ADAM was struggling to make waves, only a discreet number of hackers and authorized developers really knew their way around the hardware. The rest were stuck with the marginally-documented SmartBASIC to do their programming, and I think this hurt Coleco the most as far as the ADAM is concerned. Finding documentation for the Commodore 64, for example, was easier back then, especially for those who wanted to ditch Basic and program stuff in machine code.

     

    Since the MSX standard was pretty much unknown in North America, the lack of tech docs would have hurt an MSX expansion module as much as it hurt the ADAM. Coleco simply didn't have what it took to support the ADAM in a hype-inducing fashion.

  7. I also voted for DK. I think it's time someone out there did it, and I can't think of a better man for the job! :cool:

     

    Atari 2600 carts can go up to 32K with the proper bankswitching, right? Well, I'd be glad if you could add the Elevator screen in there, in addition to the Girders and Rivets screens. I could live without the Pie/Cement Factory screen if you can't fit it within the ROM limit.

     

    Someone with good knowledge of the 2600 should make some realistic DK mockups...

  8. Check out Joystiq.com

     

    Atari wont be making a game for for the ps3 now till either early or late 2007. SNK released today that they dont want to make a game for it till 2009-2010!!, practically when the system will be dead. It seems the high price point, lack of enough systems for launch, and sony's attitude in general about the system is starting to scare away developers who already have launch titles scheduled for systems like the Wii . (Dragon Ball Z Tenchitchi -atari, Metal Slug Anthology - SNK)

    I'd rather hear about Capcom and Konami's plans for the PS3, rather than minor third-party companies like Atari and SNK...

  9. I've always perceived David Crane as a tech wizard, and Miyamoto as a very creative guy who makes the best use of the hardware he works with, so comparing them is like comparing apples and oranges. But overall, I'd say Miyamoto's contribution to video gaming far outweights Crane's.

     

    One important thing to consider is that after Miyamoto's early successes (DK, etc.), he was able to climb up Nintendo's corporate ladder and now has a large team of people to help him turn his concepts into real games. For example, Miyamoto is credited as the main designer of Pikmin, but he certainly didn't make that game alone. He's been working with teams of artists, musicians and programmers for several years now, and Miyamoto became the giant that he is by standing on the shoulders of those people. The same can't really be said for David Crane, although his career path is not completely dissimilar.

  10. Also, Dam Busters is one of those games where reading the manual is a necessity. There's no way most people can guess how to land that explosive charge onto the dam successfully without knowing the recommended steps and "flight settings". I found Dam Busters to be enjoyable once I had gotten used to the keypad setup, but I never managed to blow the dam at the target point. But I did get to shoot plenty of enemy planes along the way, and that's always fun! :D

  11. Not at all! I love my CV. Frenzy, Gorf, Bump n Jump, Venture are some of my faves of any console.

    Oops! Sorry for misinterpreting! :)

     

    Its just that both Zaxxon and DK imo were horribly done. DK flickers like a 2600 game, and the scrolling of Zaxxon is blinding. It reminds me of a bride walking down the aisle at her wedding. Left foot foward, right foot next to left. Right foot foward, left foot next to right....repeat.

    The CV couldn't do any better for Zaxxon even if the programmers wanted to, since the CV can't do smooth scrolling at the hardware level. At least the graphics are pretty good. As for DK, it was a first-generation game (the pack-in game, no less), so saying it's bad is still a little bit unfair. And in the end, this sad state of affair may change if our friend opcode has anything to say about it... ;) (Although your complaints about flicker may not be properly addressed. The CV has its limits, any way you look at it.)

     

    ...And, of course saying graphicially the CV was the most advanced console in terms of graphics...maybe on paper, but in reality there was another system back then that had equal and in many cases better graphics. I forgot name of the console, but I think Atari made it. :P

    The Atari 5200? 7800? The graphics for both consoles were good, but they were not all that hot, IMHO. I've always found them kinda blocky...

  12. The entirety of the Colecovision Library. Games that looked really pretty...but played like crap. How can you make Donkey Kong NOT FUN.

    The same way you make Zaxxon not fun. Herky-jerky graphics and really poor characted movement. I never understood how DK & Zaxxon were the CV's biggest hits when they looked and played so horribly. Although the same titles on the 2600 were WAY worse, but that was to be expected.

    Ooof...! I do believe we have a couple of ColecoVision haters in the house! :P

     

    I respect your opinions, but I think you're exagerating. Blasting the CV hardware (especially the controllers) is one thing, but crapping on the games is downright unfair. The CV was the most advanced console of the early eighties in terms of graphics, but it had some serious limitations (no hardware scrolling, no sprite flipping, a 4-sprites-per-scanline limit, and a 32K ROM limit) and was well below the arcade machines of the time. Despite this, we were treated to some very good arcade ports, like Burgertime, Roc'n'Rope, Congo Bongo, Lady Bug, Venture and a bunch of others.

     

    The only CV games that can be rightfully labelled as pure crap are those "educational" games that came later in the CV's life. Stuff like Face Maker, Dr Seuss, Cabbage Patch Kid Picture Show, Brain Strainers, etc. Buying those was like throwing money out the window.

     

    Anyhow, the worst Coleco-published game for me was Zaxxon on the 2600.

  13. Actually yes on both. When I originally ordered these sticks in the 80's, I also ordered 2 separate 9 pin Y cables to use in conjunction with the stock sticks. More recently (last few years) I did come across some Champ keypads, which I think is a much nicer solution.

     

    This picture shows a few more CV sticks I have including the QuickShot Delux, Amiga Powerstick, & Newport ProStick. The Questar is my personal favorite, however! :cool:

     

    Also pictured separately are the JoySensor (think Intellivision but bigger) the Hi-Score, and 2 button Fire Command (all metal case, this weighs about 5 or 6 pounds!).

    Nice collection! Aside from the stock controllers, Super Action Controllers, steering wheel module and Roller Controller, I have the Quickshot Deluxe (or is it Quickshot III?), Amiga Powerstick, WICO Command Control, Gemini Gemstick, Mini Champ Joystick, the Champ Adaptor and the HS-15. I came close to winning an HS-20 last monday on eBay, but doubledown swiped it at the last second (drats!). I'm also still looking for a Joy Sensor, and I'm likely to keep an eye out for the Questar, and the Fire Command too, since the HS-15 is such a dud... :ponder:

  14. Are there any GBA games that have unique GBP borders or updgrades? I'm nto aware of any, but just thinkgin that even though there is no Super GB support, doesn't mean they couldn't have added similar features for GBA games

    The GBP doesn't offer any borders other than the ones that are included within the unit itself. No GBA game uses the GBP in any "enhanced" way.

  15. It was cheaper than the other alternatives, so it sold well, so a lot of people grew up with it. Because the market was large enough, it was well supported by games developers, despite not being particularly suited to gaming. Good programming and good design means that there were a lot of fun classics, despite the hardware :)

    One of these days, I'm gonna have to try some of those Spectrum classics, such as Manic Miner, Jet Set Willy, Head over Heels, etc., just to see what all the fuss is about... It's on my long-term to-do list. :)

  16. Playing with a GBP on a TV is a lot easier on the eyes. Also, if using a standard Game Cube controller feels somewhat cumbersome for playing GBA games, try to get a Hori controller. It's like a SNES pad for your Game Cube, with everything except analog sticks, and it's perfect for playing GBA games. In fact, Hori created this controller specifically for the GBP. I don't think they've ever sold this controller in North America though... I had to import mine from Japan. Smartest purchase I ever made. :)

  17. the colors are still problametic, right now its interlaced. one frame the 2 color fillings are drawn in 2x scaled mode for both character and opponent, the other frame in normal res the black outline is drawn over the fillings.

    So in other words, you're trying to manage flicker in an intelligent and visually appealling way. :)

     

    I've always felt that while the CV can display some cool things graphically, it shouldn't try to "emulate" the NES. With the "unflippable" sprites that are limited to two colors (one of which is usually transparent, so it's really one color per sprite) and the 4-sprites-per-scanline limit, the CV is hard-pressed to do colorful visuals without ugly flicker. The only thing the CV really has going for it is its bitmap mode (2 colors per scanline, per tile) but with no hardware scrolling and no VRAM DMA, it's not that much of an advantage.

     

    As far as your Streetbrawler game is concerned, if I were you, I would go with a black background to eliminate the need for a black sprite outline. That way, you'll have much less problems with flicker when enemies approach the player's character. People won't mind having a black background since they know the CV is not a NES.

  18. I love this magazine and I grab every issue i can get my hands on. It is extremely well written and even makes me interested in stuff we never had in the US, such as the computer game translations for things like the ZX81 and Amstrad.

     

    I want very badly for a subscription to the magazine, but it cost a hundred bucks for a year subscription which is too rich for my blood all in one chunk.

     

    I do believe that particular magazine is why retrogamming is SO HUGE in Europe right now. Far bigger than it is here in the States.

    RG is definately a major player in keeping the retro-gaming scene alive and kicking, but there are other factors, like those European music groups that specialize in remixing video game tunes. They're always a major draw to retro-gaming conventions in that part of the world. There's nothing like that in the US, AFAIK. There's also eBay, which makes classic game collecting available to everyone in Europe. If eBay didn't exist, retro-gaming wouldn't be as big as it is now.

     

    Oh, BTW, don't let RG fool you into believing retro-gaming is bigger in Europe than the US. It's mostly just as big in North America, only different and more quiet.

  19. Retro gaming has a different "flavor" in the UK because it has a wealth of local material to draw upon, like the ZX Spectrum, the CPC range, the BBC Micro, the Dragon, and others which most people in North America have never heard of. It's no wonder then that the UK should have a thriving magazine, which also caters to an international readership by also covering US retro gaming, and even japanese gaming to a smaller extent.

     

    If a US magazine publisher tried to do a retro-only mag, it would very likely crash and burn, mostly because most people who would buy such a magazine already buy Retro Gamer and these people would see this new magazine as mostly redundant.

     

    On the other hand, I would personally gladly buy a US-based retro mag that gives better coverage to US consoles and computers, most notably the Atari 2600, the ColecoVision, the Intellivision, the NES, and all those US systems and computers that Retro Gamer doesn't cover all that well. If I was in charge of producing such a US retro mag, I would make it a limited series, like four of five issues, and if there is a genuine level of public interest, I would add a few extra issues to this series. One thing Retro Gamer doesn't do is maps and strategy guides that dwelve deeper into a particular game (RG always keeps an "overview" approach that doesn't go beyond a couple of pages for a single game), so that's the angle I would take, aside from having articles about hardware and interviews with key players in US and Japan gaming history.

     

    In short, I think there's room for another retro-devoted magazine in the US (especially a less expensive one, because RG is very expensive in North America), but it needs to distinguish itself from Retro Gamer significantly, and I think there's definately enough material available to make it possible.

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