Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

2,600 Excellent

1 Follower

About Kurt_Woloch

  • Rank

Recent Profile Visitors

40,205 profile views
  1. Here are my times for this past week (July 19th through 25th) on classic systems: Adventurevision: Turtles - 3 Arcade: Donkey Kong 3 - 22 min. Jr. Pac-Man - 138 min. in 8 sessions Jungle King - 7 min. in 2 sessions Kangaroo - 37 min Mr. TNT - 3 min. Pengo - 12 min Space Firebird - 24 min. Tetris (SEGA) - 8 min. Time Pilot - 5 min. This week, apart from playing Turtles on the Adventurevision for a few minutes, I played an assortment of arcade games. In Jr. Pac-Man which again is the game played for the most time, I didn't get any farther. In Jungle King, I didn't manage to cross the river. I noticed, however, that there is a rope hanging over the water which you can never reach because Tarzan jumps into the water instead at that point. In Kangaroo, I managed to complete the first set of levels after several tries. In Mr. TNT, I only managed to beat Level 1, but not more than that... I rememer the C-64 version was easier though. In Pengo, I cleared some levels, and in Time Pilot the game ended at the Jets level. Then I played Space Firebird, an early Nintendo game which has similarities to Donkey Kong 3, which I plaayed next. As for Tetris, I played the SEGA version this time which was only available in Japan probably because Atari Games had the arcade rights for the rest of the world. Both companies used relatively modest hardware for the time... both are 8-bit systems despite coming out in 1987 and 1988. The Atari version uses a 6502 CPU and, I think, 2 POKEY's for sound while the SEGA version uses a Z80 and... well... actually it seems this is based on Master System hardware, also judgeable from the sound it emits which only features square waves, no FM sound. Gameplay-wise, The SEGA version is simpler than the Atari version by not breaking up the game into distinct levels, but rather you only have one continuous game. Surprisingly, on the SEGA version the speed reduces again on Level 10, similar to what happens on Nintendo's Game & Watch games.
  2. Here are my times for this past week (July 12th through 18th)... Arcade: Elevator Action - 10 min. Green Beret - 9 min. Joust - 13 min. Jr. Pac-Man - 59 min. in 4 sessions Loco-Motion 5 min. Mario Bros. - 16 min. The NewZealand Story - 13 min. Phoenix - 8 min. Tapper (Budweiser) - 7 min. Colecovision: Smurf's Rescue in Gargamel's castle - 5 min. This week I played an assortment of different arcade games (similar to what I would play at a real arcade) with often only one game each. I got pretty far in Elevator Action, and I reached the 2nd level in Green Beret. In Joust I reached a score of nearly 50.000 points. In Jr. Pac-Man I managed to beat Level 3 once or twice. A game I haven't often played yet is NewZealand Story which also seems to be pretty hard, as is actually Phoenix where I didn't manage to beat the first mothership. In Smurf's Rescue I managed to beat Level 1, but not Level 2, actually making really dumb mistakes.
  3. Here are my times for this past week (July 5th through 11th, 2021) on modern systems: Android McDonalds Treasure Chase - 6 min. PC (Windows): Donkey Kong G&W Special Edition - 12 min. This week I played some more modern games again. I'm actually not sure about the exact English name of the McDonalds game, which is the current game in their app (at least here in Austria). You play a jump'n'run game in an endless level which never stops scrolling, you just have to jump at the right place and for the right length. And this time you play as a prate though I've already seen roughly the same game with different levels and a different main character. Then there's Donkey Kong G&W Special Edition which is a port of the Donkey Kong Double Screen Game & Watch game, but cycling through different sets of graphics. Sadly I didn't get very far in this one.
  4. Here are my times for this past week (July 5th through 11th, 2021) on classic systems: Apple II: Crisis Mountain - 141 min. in 6 sessions Arade: Burger TIme - 5 min. Jr. Pac-Man - 5 min. Pooyan - 11 min. Channel F: Pac-Man - 28 min. in 2 sesions TI-99/4A: Parsec - 5 min. This week I played quite an assortment of games which is due to the fact that my old PC is failing fast, so I'm now wrapping things up before it falls apart completely. I've consolidated all the versions of MAME and MESS I have on it, givng the software and ROM folders to the newest version, after which I tested various games if they run on this new configuration. Tha Apple IIe emulation would need a newer romset, as would, as I found out, Super Qix. The other games I've tried so far work. I replayed Crisis Mountain for quite a long time, but the last game took over 20 minutes. I also replayed Burger Time and Pooyan, mostly to see if they work OK with the new configuration. In Channel F's Pac-Man and in Jr. Pac-Man I didn't get any farther than usual.
  5. Here are my times for this past week (June 28th through July 4th, 2021) on classic systems... Arcade: Jr. Pac-Man - 119 min. in 8 sessions This week I continued to play Jr. Pac-Man. Nothing special happened there, and I think the farthest I've come is the 3rd maze, and that was far from completed.
  6. Here are my times for this past week (June 21st through 21th) on classic systems... Arcade: Jr. Pac-Man - 105 min. in 4 sessions This week I played nothing else than Jr. Pac-Man, and this will probably continue at this time. The highest I got was Level 3 though, which is not as good as earlie games I did.
  7. Here are my times for this past week (June 14th through 20th) on classic systems... Arcade: Jr. Pac-Man - 26 min. in 2 sessions Popeye - 5 min. Channel F: Pac-Man - 10 min. VG5000: Tortues - 45 min. in 2 sessions This week I managed to find time for a few games again... I continued to replay Jr. Pac-Man, but wasn't particularly good at it (hot weather!). In Popeye, I reached the 3rd screen, but could not complete it. The Channel F version of Pac-Man didn't run much better... I also tried the VG5000 version of Turtles named "Tortues" again (it was a french system), but it's a rather hard and frustrating version in that there are always 5 enemies on screen, and the maze isn't very complex. The enemies are only half the speed of the player, but they can turn on a dime and mostly chase the player, so you often find yourself stuck in the passage between sections of a maze or in a dead-end. I managed to complete the 3rd screen, but not the 4th one.
  8. Here are my times for this past week (June 7th through 13th) on all systems... sorry, no times this week because I didn't play any games. This was the first "normal" work week after the yearly string of free days in May and June, and today was Father's day, so there was a little celebration with my father which took its time to prepare.
  9. Here are my times for this past week (May 31st through June 6th) on classic systems... Arcade: Ghosts 'n' Goblins - 2 min. Time Pilot '84 - 17 min. Atari 2600: Kung Fu Master - 10 min. Channel F: 2048 - 15 min. Centipede - 20 min. Commodore 64: Space-Pilot - 18 min. MSX: Time Pilot - 22 min. I started off this week by re-trying some variations of Time Pilot. The MSX version is not very good since it's not very smooth and you don't have that many directions to fire into. The clone "Space-Pilot" on the C-64 actually feels better than I remembered, and I like it better than its sequel, Space Pilot II, since here the dimensions of the player and enemies are roughly right. I actually think this hits the essence of the game better than the official MSX version by Konami itself. Lastly, Time Pilot '84 was the official sequel in the arcades, and it does bear some similarities to Space-Pilot II, but I don't like it as much as the original version since there's actually too much going on at once, and it's also more chaotic than Space-Pilot II which keeps closer to the original version. Then I watched a Youtube video wheren an AI is learning to play Kung Fu Master on the Atari 2600, and on its last try it got about 80,000 points so I played the game as well to see how much I'd get, but I think I only got about 20,000 points. Actually, the AI plays in a peculiar way where it doesn't try to finish a level, but always stays on Level 1, battling the same two types of enemies (which it is pretty good at) until time runs out, repeating this for each available life. I tried to play it properly and always failed on Level 2, hence the lower score. Then today I read the news that some more homebrew games have been released for the Channel F, out of which I tried 2048 and Centipede. Centipede is pretty well playable although there are some differences to the original version and, sadly, also some bugs, most notably the strange things going on as you hit every mark of 10,000 points, at which point you not only get an extra life, but also another 10,000 points. And apparently, the game is unable to count properly from 100,000 points on, so it displays some strange things on the 10,000 digit... as I mentioned, from 0 it goes to 2, 4, 6, 8, then C, R, E, a block... oh dear... I don't think this game is quite finished. 2048 is well adapted as well although I've got the feeling you don't get the blocks to join as soon as they do in the original version. You need more moves to accomplish that, and on every move you get a new block which makes things a bit harder than I'm used to. Since I had already fired up MAME, I also played a bit of Ghosts 'n' Goblins, but the game only lasted for about 2 minutes, and I gave up after that since I had other things to do anyway.
  10. Here are my times for this past week (May 24th through 30th) on classic systems... Arcade: Jr. Pac-Man - 54 min. in 2 sessions Time Pilot - 11 min. Commodore 64: Space-Pilot II - 106 min. in 3 sessions This week I continued to play Jr. Pac-Man, but I only played 2 sessions of it. Then I tried Time Pilot for a short session again, after which I switched to Space-Pilot II, which is the sequel of a Time Pilot clone on the C-64. Compared to the original, it's much slower, and there are fewer enemies on the screen at once, but they and also your ship are bigger. Also you can't turn very fast, so it's more difficult to avoid the enemies and their fire. They also pester you with shots that rather quickly change direction every now and then. I managed to reach the 6th round out of 8. Like the sequel in the arcade (which I've yet to try) Space-Pilot II displays a solid background instead of the clouds.
  11. Here are some times which actually belong to last week, but I overlooked them when compiling the times for Atariage because they are so short and they are PC games. Anyway, they are: PC (Windows): Catloaf2600 - 2 minutes G-Rally - 6 minutes Catloaf2600 is an ASCII game where you have to guide a cat through various mazes. G-Rally is a 3D racing game which didn't hold my attention for too long.
  12. Here are my times for this past week (May 17th through 23rd) on classic systems: Arcade: Jr. Pac-Man - 106 minutes in 5 sessions Time Pilot - 9 minutes I mostly continued to play Jr. Pac-Man which still fascinates me a bit. Looking for other games to play, I played 2 games of Time Pilot, and in the 2nd game I reached the UFO stage which was enough for me. Other than that, I actually read something about UFO's and the creatures inhabiting them. They say UFO's are actually living creatures coming from a parallel world to Earth which runs in front of it by at least a few thousand years, so they are much further in their technical development than we. They say the grey aliens in the UFO's are actually bred by advanced men and are specialized in having a very high intelligence. Much of the technology we have might actually have come from them. In some secret buildings on Earth there actually might be some grey ones working as well as other creatures like dinosaurs.
  13. Here are my times for this past week (May 10th through 16th, 2021) on classic games: Arcade: Jr. Pac-Man - 61 min. in 3 sessions Channel F: Pac-Man - 86 min. in 3 sessions Colecovision: Steamroller - 20 min. This week, asides from having another go at Steamroller on the Colecovision, I played 2 variants of Pac-Man - the Channel F version of the original and the original Arcade version of Jr. Pac-Man. For Jr. Pac-Man, it's actually hard to get tired of ir... it's always a challenge to lead the ghosts around in circles and executing a strategy avoiding being circled in by them, and I like the more open space you have for executing your strategy compared to Pac-Man and Ms. Pac-Man. I didn't get farther in the game than usual though... I also haven't played it for some time before this week.
  14. Here are my times for this part week (May 3rd through 9th)... Arcade: Pengo - 14 minute in 2 sessions Commodore +4: Pengo - 31 min. in 2 sessions Commodore 16: Airwolf 2 - 22 min. Airwolf Commodore 16 - 2 min. Airwolf 16 - 40 min. Artic - 36 min. Commodore 64: Action Fighter - 30 min. Super Pipeline - 20 min. This week I took at the look at the C-64 version of Action Fighter which, unlike the Amiga version, offers smooth gameplay at 60 FPS, but I couldn't quite figure out how to beat the 1st "boss" (3 submarines). The home versions are similar to one another, but quite different to the arcade version, where you play on one big map and some air stages unlike the separated levels of the home version. As for the smoothness, there are actually many games which were silky-smooth on the C-64, but had a lower framerate on the Amiga, in part due to them being derived from the Atari ST version which has to do without all the hardware supporting smooth graphics on the Amiga. While at it, I also played Super Pipeline on the C-64. Then I took a look at some Commodore 16 games, which are usually severely watered down compared to other versions because of memory limitations. Those weren't so bad on the VIC-20 which had most of its software on cartridges, but the C-16 software mainly came on tapes, so they had to share the 16K RAM with the screen memory and the character set which doesn't leave to much room for the game, in addition to the fact that the C-16 has no sprites. "Airwolf Commodore 16" is actually written in BASIC and somewhat similar to Fort Apocalypse, but has only one non-scrolling screen. "Airwolf 16" by Elite is set in a cave system comprising 9 screens where you have to rescue men. Sadly, the collision detection is hairy and often leads to multiple deaths without the player being able to do much against it. "Airwolf 2", as on the C-64, is a clone of Nemeis, of course also watered down on the C-16. Artic is a story of its own, it's actually an Italian version of Colosoft's Pengo which was also ported to the C-16. The game actually plays pretty well although it's rather slow and the snow bees are flickering. They also took out the possibility of freezing the enemies by pushing against the outer wall. There is another, newer version of Pengo for that system, but it needs more than 16K, so it's actually for the Commodore +4. It's praised for being very polished, but I found it rather frustrating. I also played the arcade original to compare it to those versions, and the original version has got several points making it less frustrating over the newer version: - The Snow-Bees stop for a split second before changing direction - They also slow down while melting cubes. - After a player death, the game restarts with them being reset to the corners of the map, while on the C-16 they stay where they are, often causing repeat deaths of the player. The Colosoft version solves this problem by entirely restarting the level each time the player dies. The newer version of Pengo also incorrectly builds the maze, which is strictly a maze on the other versions, created by an appropriate algorithm.
  15. Here are my times for this past week (April 26th through May 2nd) on classic systems... Commodore 64: Legend of the Amazon Women (UK version) - 87 min. in 2 sessions ZX Spectrum: Legend of the Amazon Women - 48 min. Tranz Am - 21 min. in 2 sessions This week I managed to finish the UK version of Amazon Women on the C-64. I followed a strategy where, if I beat an enemy prior to passing the next stone, I wait until time is nearly up while the health meter slowly recovers, trying to dodge those arrows as well as possible. I managed not to lose a life by the timer running out, and surprisingly, the last two enemies that appeared in the last section were very easy to beat. After that I revisited the Spectrum version. I said the UK version was similar to the Spectrum version, but there are still some differences... on the Spectrum, there are more different enemies. Also the strategy mentioned above doesn't work because the health meter only recovers during a fight, and in between fights there's a high frequency of arrows flying around. The Spectrum version is also considerably faster, so it's hard to avoid the enemies' attacks. Therefore I settled on letting them go towards me only to attack them while they do. Still I only got about 40% of the way through the jungle done. The Spectrum version, although probably being the original one, has got worse graphics... it's only green on black while on the C-64 the bodies of the fighters are colored. I imagined how the game might have looked on a 16-bit system with more colors... there it would definitely be easier to make out the different enemies and objects. Maybe something like this (only a rough draft): I also tried Tranz Am for the Spectrum, which I think was one of the launch titles for the system. It's actually not as great as I remember it, and it's also not very deep. You drive around with a racing car on the map of the USA trying to collect 8 prizes while dodging obstacles and enemy cars. You drive through the play field rather quickly, but you have a radar. But the radar doesn't show the obstacles. Then you also have a USA map showing the cities and your location. It's easy to crash into an obstacle or get rammed by an enemy car, however. I didn't play it for that long in the end.
  • Create New...