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  1. That's what I'm doing. While working on GoSub 7800, I had two levels, each with their own level checking code. I realized that if I had, say, 30 levels, it was going to be one out-of-control, huge glob of code. So I tried to rectify the situation. I looked through the 7800basic Guide to see what I could do about it. I discovered the 'memcpy' function. So while this made less code, it also made my program bigger. Instead of it being 32k, it is now 128k with RAM though. Apparently I need to do that. I eventually want this to be made, but I don't know if it will make it more expensive because it needs the extra RAM because it needs it for the memcpy function? The people who came yesterday to paint came back today to paint. I guess it's a lunch break or they've finished because they're gone now. The dog came in my room and stayed with me because she kept barking again. I also changed the coral color from a blasting red to green. I thought pink would be okay since it was in Super Mario Bros., but I guess not. http://atariage.com/forums/blog/168/entry-15926-simplifying-by-making-things-more-complex/
  2. I started building the cabinet and control panel at the same time. I don't have any images of the cabinet being built, but I do have a few images after I painted the Robotron cabinet (and installed the marquee light and speaker). I used latex paint (gasp). It was cheap and it is easy to apply with a foam roller. It's hard to tell from the pics but the sides are actually a light grey color and the front is black. I mixed the grey myself using white and black paint that I already had from my Bosconian build. My next pics will show the side art, T-molding, and the screen bezel. More to come shortly... Attached thumbnail(s) http://atariage.com/forums/blog/750/entry-15925-the-cabinet-robotron-2084/
  3. Building the control panel was a little tricky as I never really found good cad drawings of the panel. I did find this post on KLOV: https://forums.arcade-museum.com/sho...19&postcount=3 With that info in hand, I set out to make my control panel. The control panel shown here is actually my second attempt at making this panel. The first one was off just enough that I couldn’t get my paper based control panel overlay to wrap nicely around all three sides. I kept getting a buckle in the middle of the overlay. If it was vinyl it wouldn’t have been an issue as vinyl “gives” a little. Paper does not (especially vinyl coated paper). So with my second attempt I decided to 3D print parts (that I first had to design) of the build to help keep things a little more true. I printed the 3d parts over the course of a week. I used two part epoxy to adhere the 3d parts and wood (1/2" particle board) to the 3d printed frame. At this point I put a slightly modified CPO on the panel. This new CPO does not wrap all the way around the bottom do to the paper buckling problem. Again, remember this will not be on location and only in my home. I decided to reenforce the top and bottom edges with tacks. Those bottom tacks will only be visible if people decide to look under the control panel. I don’t have a pic of just the panel with the CPO but I do have some of the assembly of the controls. BTW, that is the wiring after a little time cleaning it up. Just a reminder that these panels use a very standard USB control board, so this controller terminates to a standard USB cable (lower left hand side of the two bottom pics). And finally the finished control panel: Yes, I know that the black joystick washers are not on top of a real Robotron panel. I did it this way to simplify the build and to keep costs down. More to come… Attached thumbnail(s) http://atariage.com/forums/blog/750/entry-15924-control-panel-time-robotron-2084/
  4. Building the control panel was a little tricky as I never really found good cad drawings of the panel. I did find this post on KLOV: https://forums.arcade-museum.com/sho...19&postcount=3 With that info in hand, I set out to make my control panel. The control panel shown here is actually my second attempt at making this panel. The first one was off just enough that I couldn’t get my paper based control panel overlay to wrap nicely around all three sides. I kept getting a buckle in the middle of the overlay. If it was vinyl it wouldn’t have been an issue as vinyl “gives” a little. Paper does not (especially vinyl coated paper). So with my second attempt I decided to 3D print parts (that I first had to design) of the build to help keep things a little more true. I printed the 3d parts over the course of a week. I used two part epoxy to adhere the 3d parts and wood (1/2" particle board) to the 3d printed frame. At this point I put a slightly modified CPO on the panel. This new CPO does not wrap all the way around the bottom do to the paper buckling problem. Again, remember this will not be on location and only in my home. I decided to reenforce the top and bottom edges with tacks. Those bottom tacks will only be visible if people decide to look under the control panel. I don’t have a pic of just the panel with the CPO but I do have some of the assembly of the controls. BTW, that is the wiring after a little time cleaning it up. Just a reminder that these panels use a very standard USB control board, so this controller terminates to a standard USB cable (lower left hand side of the two bottom pics). And finally the finished control panel: Yes, I know that the black joystick washers are not on top of a real Robotron panel. I did it this way to simplify the build and to keep costs down. More to come… Attached thumbnail(s) http://atariage.com/forums/blog/750/entry-15924-control-panel-time/
  5. It gets pretty discouraging when you work on something for hours on end only to have it be mostly ignored. Sometimes I don't even know why I bother. I spent this morning working on GoSub 7800, getting the treasure and octopus working. But I guess my game has been eclipsed by Arkanoid. I added sounds to the game. Crashing sounds and treasure getting sounds. And a torpedo crashing into an octopus sound. So I should probably just stop, but I don't WANT to. I want to keep working on it, but when there's no incentive to, it's kind of hard to. In a previous blog entry I mentioned they washed our house. Now they're painting it. But it doesn't need to be painted. They paint it every 7 years whether it needs it or not. You'd think the board would save tons of money by not hiring painters and paint and crap. I live in one of those fancy gated community type places but with no gate. It's a bunch of condos. And I am in one. Stuck in an ant-infested condo. The dog is being in my room because she was barking at the painters and I didn't want to hear it. Needless to say, I'm not in a very good mood today. http://atariage.com/forums/blog/168/entry-15923-no-one-seems-to-care/
  6. I can’t remain in the world of the 2600 forever, I need to branch out and expand, then promptly fall right back on the 2600 when I tire of the new stuff. So, what’s new today? Well, its big box PC games, if the 2600 game boxes weren’t big enough then these monsters will scratch your itch. Standard console game boxes are absolutely dwarfed by these behemoths, but this can have some positive effects. The artwork on some of these boxes is absolutely fantastic, and there’s something so rewarding about opening this massive slab of artwork and pulling out a game. The game I’d like to talk about today is Nova 9, the sequel to Stellar 7, from Dynamix and at the time of its release (1991) I’m sure there was nothing else on the market that could even compare. This is a big game, I mean six 3 ½ in floppy disk big, and it really shows in the graphics, which I’ll get to in a moment. I really feel the need to compliment whoever did the artwork for, and the design of, the box, the art is sleek, colorful, and absolutely beautiful, I’d hang that on my wall any day. The box is designed much like the cardboard Sega Genesis/ Mega Drive boxes with the cardboard slip cover; it gives the box an overall clean look that isn’t accomplished by any other PC game in my collection. Alright then, enough gushing about the box and let’s talk about the game that came inside of it! Right off the bat I’m looking at the 256 color VGA version of the game, it did come in 16 color EGA but I ain’t touching that. When starting the game you are treated to a little bit of backstory, but I really don’t care about any of it when the graphics are so darn nice, I constantly look in the background to see if the artists snuck anything in, there truly is a sense of depth to the whole game. Once you get past all of the story and menu screens, which are just filler to be honest (beautiful filler but filler nonetheless) the real game takes on a bit more of a minimalist approach, but what would you expect from early 90’s 3D. Yes the game is in 3D and because of that almost everything you see is a solidly colored polygon, but don’t take that to mean that the game looks bad, quite the opposite really. The designs for the enemy tanks, ships, and even animals, are still quite complex despite the graphical limitations of the time, and while they might not look like all that much from afar, up close you can really see all the care and attention that went into their designs as they punch you full of holes. A few things haven’t aged all too well, mainly the wildlife you see on other planets, these chunky polygons don’t do all that well a job at rendering organic shapes and the fact that they’re limited to solid colors doesn’t help matters. All in all, for 1991, this looks pretty darn good! Since PC’s of this time didn’t have a dedicated sound chip/card built into the motherboard straight from the factory sounds tended to vary across devices. Nova 9 has sound options for Adlib soundcards as well as the standard IBM speaker and Roland sound/MIDI cards. I don’t think I really need to say this but you should only play this game with the Adlib selected, the IBM speaker sounds like a single channel 2600, and if you like hearing out of place guitar twangs I wouldn’t recommend the Roland either. The sounds and music are alright, I don’t really have any complaints, they fit well with the game and aren’t distracting or intrusive so I think that counts as a win. Nova 9 is a fairly basic shooter in the same vein as Battlezone, in fact I think of this as Battlezone all grown up. You move around a flat playfield dotted with various obstacles and you kill everything that moves. You also get power-ups, which is something that a near simulation like Battlezone lacked, you have your standard movement, maneuverability, and shot speed increases but you also have some more original power-ups. Power-ups like heat seeking/ground to air missiles, spread shot, and timed detonation shots (which suck by the way) all add to spice up the gameplay. You also have the use of mines to get rid of any enemies that are following you which is really nice to have when you need to flee a pack of enemies. Okay so… This game is hard, this game is really hard. I have the difficulty setting set to the lowest they can go and I’m still dying by the third world if not the second, it’s all a delicate balance of prioritizing power-ups and targeting the most dangerous enemies first but that still won’t save you from waves of enemies ramming, shooting, and dive bombing you almost constantly and when you think it’s all over you still have to contend with the boss enemies. Overall this is a very fun game, despite its graphical minimalism during gameplay and crushing difficulty. Despite how hard this game is it never really gets frustrating as the game is set up more like an arcade shooter with the story being secondary to the gameplay itself, you can skip all of it and just get on to shooting stuff.I got lucky and snagged my copy from my local game store CIB for 10$ but if you want to get a copy off of Ebay you’ll be paying closer to 40 for a CIB copy with the loose disks and manuals being around 30$, you’re really better off getting the game boxed if you want to pay for it at all. If you want to sample the game before buying you can easily find downloads on abandonware websites. Despite how pricey it is I will not be sending Nova 9 to the Collector’s Zone, I feel that the amount of game you get for the price you pay is absolutely worth it. Attached thumbnail(s) http://atariage.com/forums/blog/729/entry-15922-nova-9-dynamix/
  7. I bought my copies of Paws on Fire I went to the local Gamestop. I asked for Bubsy, and from behind the manager of the store had a copy of Paws on Fire ready for me. The manager knew because I bought Woolies Strike Back at the same place years before. As I was buying my regular and limited edition Ps4 copies he mentioned that for an Indie, mostly because it was a game under $50 unlike other games, the sales for the game had been quite good and he almost didn't have a copy for me. And so when Twitter Bubsy had this to say... Link: https://www.pcgamer.com/from-bubsy-to-system-shock-how-indie-devs-bring-old-videogames-back-to-life/ .... I was not surprised that an article would be written. A pretty good read and as Bubsy says there is a picture of him there so worth a read. Here are some other fun mayhem that Twitter Bubsy has been up to... Hope people in Korea like Bubsy, and if they make a specific Korean copy I will try to buy one! And as a reminder, a few more days are left on sale where you buy Paws on Fire (on Steam) you get a free Bubsy Two-Fur!! Originally posted: https://atariage.com/forums/blog/234/entry-15921-cruisin-pcgamercom-article-on-indie-gaming-and-bubsy-may-2019/ Attached thumbnail(s) http://atariage.com/forums/blog/234/entry-15921-cruisin-pcgamercom-article-on-indie-gaming-and-bubsy-may-2019/
  8. I got my USB 3.0 4 Port Hub Adapter USB-C by mail. I thought it would be bigger but that's fine. Now I can play games using external keyboard, mouse and external DVD drive. No more bother which USB device needs to be removed to connect another one. Attached thumbnail(s) http://atariage.com/forums/blog/56/entry-15920-usb-30-4-port-hub-adapter-usb-c-just-arrived/
  9. Minecraft New 3DS edition crashed six times yesterday at the same spot. There were at least 8 ghasts or more around the corner that makes the game to crash. If you don't know about ghasts, here the link: https://minecraft.gamepedia.com/Ghast Even if Mojang dropped New 3DS edition, I still enjoy it to play. Attached thumbnail(s) http://atariage.com/forums/blog/56/entry-15919-minecraft-new-3ds-edition-breaks-a-new-record/
  10. The first steps of a GoSub port to the 7800 have been completed. I assume I can check collisions of the coral using the "peekchar" command. In the 7800basic Guide under 'peekchar' is "charvalue=peekchar( mapdata, x, y, width, height )" So what exactly is the value of charvalue? A 1 if there is a collision and 0 for none, or something else entirely different? I'm so confused on that. Well, anyway, it took about 5 hours to do. About an hours worth of this was cussing out the computer for saying the submarine graphic had "too many colors." I eventually found out that it was trying to tell me it should be a 4 bit png instead of the 8 bit one I was trying to do. And then another fair amount of time was spent trying to find an emulator. I tried EMU7800 but it apparently needs its own set of data to run a program (lame!) I settled on ProSystem. And after 5 merciless hours of programming, yelling, figuring out stuff that should have been explained more (or better), I made a title screen for the game. The submarine moves right and a sonar ping can be heard. The "00" is the level number. I eventually will work some more stuff into the GoSub game, like a key one must collect before you can get the treasure, along with the now-famous octopus and the ability to shoot. While looking through my website, I came across a folder that was named '7800'. In it were short reviews of DigDug and Food Fight from 2013. I don't have either of those games, yet I don't remember getting a 7800, then selling it, then getting another one. How odd. Attached thumbnail(s) http://atariage.com/forums/blog/168/entry-15918-gosub-for-the-atari-7800/
  11. I saw a made for TV movie or miniseries in the mid 1970s about an ape that had to go to court to try to win his or her rights to do something. I don't remember if it was supposed to be a chimp or a gorilla, but it was clearly a small human in a weird-looking ape costume. (The person in charge of the ape had to take him or her to court.) I must be using the wrong words when Googling. I can't find one mention of it. Does anyone remember seeing it or is anyone better at Googling? I'd like to know the name of the TV movie or whatever it was. Thanks. Tip Jar http://atariage.com/forums/blog/120/entry-15917-tv-movie-about-ape-rights-1970s/
  12. I got a handful of cheap Super Famicom games - some whose North American versions go for 40-50 times as much! http://atariage.com/forums/blog/3/entry-15916-retro-hunting-adventures-super-famicom-games/
  13. ‘LINES’ is a simple enough program. It draws random lines on the screen in a trailing pattern. I have posted several versions from multiple 8-bit computers on this site. I have even posted a version for the Color Computer 2 with four colors. Today, I’m going to post another version of LINES for the CoCo2 but this time in eight colors! “Eight colors! How,”, you say, “how can you get eight color on the screen with the CoCo2?!? That is impossible! That challenges the very laws of physics!!” First, calm down, it just a computer. Second, I use the CoCo’s semi-graphic mode and a program called ‘Expanded Color BASIC’. The Wikipedia for the Color Computer 2 page says of the semi-graphic modes that it’s nothing more than a curiosity. I disagree. I think you can do some fairly interesting stuff with the semi-graphic mode. What is the semi-graphic mode? Here’s where I talk a little bit about the semi-graphic mode in a previous blog: http://atariage.com/forums/blog/528/entry-15524-color-computer-2-semi-graphics-mode-8/ I mention that with a little assembly trickery in semi-graphic mode 24 you could have 64x128 graphics with 8 colors on background. Well apparently from some warp in the time-space continuum Tino Delbuergo heard my request and wrote a Expanded BASIC, many years ago, that does that very thing (cleaver of me to arrange that). I’ll do a more detailed description in a later post. But here is the short of it. You first have to execute RUN”R” from the Expanded BASIC DISK to roll the OS back to the CoCo 1 OS (if you own a CoCo2). Apparently the programs only work in CoCo 1 OS environment. Then execute RUN”Q” to install the Q graphic commands which include the semi-graphics commands. The actual point semi-graphic commands are very limited. In reality, there is only one: QSET(X,Y,color). Now the Q graphics can do a lot more than just point graphics but I do wish a LINE command had been added. Any rate, this does give you a point on the screen that is 4 pixels by 1 pixel in all the colors available to the CoCo 2. A 4x1 pixel may seem a bit wide but the Atari 8-bit GITA modes have pixels 4x1 wide that give 16 colors. I have seen some incredible graphics and games done in the GITA mode on the Atari. So 4x1 pixel, doable. How does the semi-graphic mode creates a 4x1 pixel? Well, it’s really an 8x8 character where only the top line is used. That line uses the character which is 4 pixels of color and 4 pixels of background. A bit of assembler code determines which side is color and which side is background depending on the X value. If it’s an odd number then the left 4 are lit. If it’s an even number the right four. If it’s a straight vertical line all both are lit. This makes for a limitation. Say you wanted a blue line on the odd 4 of 8 and a yellow line on the even 4 of 8. Well, that can’t happen as you can only have 1 color specified per 8 pixel line. What will happen is all the color pixels will be whatever the last color set and you will have a line of 8 pixels of the same color. This is fairly similar to the way the TI-99/4a does it’s hi-res graphics. It uses 8 pixels as a modified character that can have two colors. The difference is the TI-99 you can specify which one of the eight pixels are ‘on’ to color and which are ‘off’, another color or background. But if you try to add a second ‘on’ color in the line of 8 all the previous ‘on’ pixels will turn that color also. Still, by and large, it works. As I previously explained Expanded BASIC Q Graphics only has a point QSET(X,Y,color) command and no LINE command. Therefore I had to create my own LINE command from a modified C subroutine. The code to create the LINE starts at 100 and goes to 110. QPRINT will print a line of text on the screen in the boring green on green text. I will post a more robust explanation of Expanded BASIC in a later blog post. It’s a very powerful tool. For this post I just wanted to show that the semi-grpahic mode was useful. Note: You must RUN”R” (if you have a CoCo2) and then RUN”Q” from the Expanded BASIC disk before you can run this programs . The program is on the BASIC-PROJ.DSK. The name of the file is QLINES5/BAS Here are the disk: <files> Now the code. 10 REM "QLINES5 12 POKE 65495,0 : REM SPEED UP POKE. MAY NOT WORK ON ALL COCO2S 14 PMODE 4,1 : REM THIS MODE GIVES YOU THE 4X1 PIXELS 20 QON : REM TURN ON Q GRAPHICS 25 QCLS(0,0) : REM CLRS Q SCREEN 32 X=RND(-TIMER) : REM VERY RANDOM SEED 40 X1=RND(0)*9+9 : X2=RND(0)*20+20 : Y1=RND(0)*18+9 : Y2=RND(0)*70+10 : Z=RND(0)*7+1 : REM SET RND LOCATION OF START 50 A=4:B=4:C=4:D=4 90 REM THIS IS THE LINE ROUTINE 100-110 100 X=ABS(X1):Y=Y1:DX=X2-X1:DY=Y2-Y1 103 IF ABS(DX)>ABS(DY) THEN S=ABS(DX) ELSE S=ABS(DY) 108 XI=DX/S:YI=DY/S 110 FOR I=1 TO S STEP 2:X=X+XI:Y=Y+YI:QSET(X,Y,Z):NEXT I : REM THIS DRAWS THE ACTUAL LINE 124 IF A>1 AND RND(0)<0.3 THEN A=(RND(0)*4)+1: D=-D : REM ADD SOME RANDOM TO LINE LENGTH 127 IF D>1 AND RND(0)<0.3 THEN D=(RND(0)*2)+2 130 X1=X1+A:Y1=Y1-B : REM INC LINE 132 REM PRINT LOC OF END POINTS 134 X1$=STR$(INT(X1)) : X2$=STR$(INT(X2)) : Y1$=STR$(INT(Y1)) : Y2$=STR$(INT(X2)) 135 A$="Y1"+Y1$+" Y2"+Y2$+" X1"+X1$+" X2"+X2$:[email protected],A$ 140 X2=X2-C:Y2=Y2+D 145 REM CHK IF EXCEEDS END OF SCREEN 150 IF Y1<5 OR Y1>150 THEN B=-B 155 IF Y2<5 OR Y2>150 THEN D=-D 160 IF X1<5 OR X1>057 THEN A=-A 165 IF X2<5 OR X2>057 THEN C=-C 190 IF RND(0)<0.35 THEN Z=INT(RND(0)*7)+1:A=-A : REM REDIR THE LINE 200 T=T+1:IF T>040 THEN T=0:QCLS(0,0) : REM CHG THE COLOR 1200 GOTO 100 Another note, sometime the program errors out when the line gets too long to the right. Doesn’t happen often and I’m too lazy to fix it. Well Wikipedia, here is a program in Semi-Graphics that is more than just a oddity. So huh. Attached File(s) LINES in Exp BASIC.zip (435.28KB) Number of downloads: 0 http://atariage.com/forums/blog/528/entry-15915-coco-2-lines-in-8-color-using-expanded-basic/
  14. With only one hole left to design, I thought I might as well code the end. Since I had a whole bunch of spare room, I added an ending screen which displays your final score. I could even add an ending song if I wanted to. By the way, a final score of one is impossible. I just did that because I started the game on hole 9 for testing. I tried to design a ninth hole, but it ended up too similar to hole #5 so I threw it out and will try again. The ninth hole in there now is a test hole. At the final score screen, if you press fire, I plan to make it so it will erase your score and you'll end up at hole #1 again. It does that now, but since I made the game start at hole 9, that's where it will end up. I got my hair cut and my head feels better but it's still hot. Or perhaps my body is in shock because it only got to 52 degrees yesterday. Attached thumbnail(s) http://atariage.com/forums/blog/168/entry-15914-the-beginning-of-the-end/
  15. Happy Memorial Day Attached thumbnail(s) http://atariage.com/forums/blog/552/entry-15913-a-recent-facebook-status-that-mom-just-posted-on-her-wall/
  16. We’re back again with one of the most unlikely of Atari publishers, Konami. Konami released a grand total of three games for the 2600, Pooyan (an arcade conversion), Strategy X (an arcade conversion), and Marine Wars. I’m not calling Marine Wars an arcade conversion even though there was a machine made with the same name by Omori Electronics Corporation, the reason being that there are currently no images of the machine or game screen other that a small picture of the game flyer. KLOV.com has absolutely zero information about this machine and a google search will bring up jack diddly squat. This was the third and final game from Konami in the U.S. and as seems to be a running theme with final games it was one of their best. Well, when compared to the travesty that is Pooyan and the nightmare of frustration and difficulty that is Strategy X, even a fairly mediocre game would come off as good. Alright, enough talking about the game, let’s start talking about the game… Wait. The graphics are fairly decent if not a tad bit sparse, something you should be used to with the Konami 2600 games. There are only a few graphical elements to discuss and they’re all vague lumpy shapes that somewhat resemble the object they’re supposed to represent. The real wow factor of this game comes in the form of the incredibly basic parallax scrolling, simply having the different rows of ships and the island move in different directions at different speeds; it’s incredibly simple but also effective. Some things just suck, the final row of ships is shapes from Tetris and the sky is red, also those planes, they’re a step up from Strategy X but still leagues from Polaris. Oh well, the positives outweigh the negatives so it’s not all bad, the explosions are nice, the movement is smooth, and apart from the few things from before, there isn’t much to complain about. The sounds are pretty darn sparse. Most of what you’ll be hearing is the dulcet tones of explosions and the firing of torpedoes. There is a rather catchy tune that plays at the beginning of every new wave, so that’s something to look forward to at least. Marine Wars takes the standard shoot ‘em up style and shifts it into three dimensions. There are three lines of enemy ships one in the foreground, one in the middle ground, and one in the background, you move your ship side to side and try to destroy all of the enemy ships, simple right? Well there’s always something to complicate things and with Marine Wars it’s the shots themselves, they are influenced by the direction that you and the enemy ships are moving. This isn’t like a single screen shooter you can travel around a bit and this gives you greater freedom when aiming and evading shots, it’s rather hard to explain but you’ll understand better if you play the game. This game also has some good variation to it, there is the standard daytime shooting as well as a nighttime scene where the back row of ships are invisible until you hit one of the closer ships, then the screen is lit up for a few moments, it’s better just to shoot wildly as hitting those back ships is a matter of luck even when you can see them. Then there are the planes, these guys are probably where your game is going to end. They come in packs of two and they will dart from the background to the foreground, shoot, and go back, and unlike with the ship levels where you only had to destroy nine ships total, with the planes you have to shoot down 30 of them. The game is tough but fair, there are some elements that will make the game a little bit easier for the player, when you hit a ship the screen will freeze briefly, this has allowed me to avoid so many shots from the foreground ships it isn’t even funny since you can adjust your movement accordingly. You have three lives but you get three hits per three lives ostensibly giving you nine lives total. And the one that I think helps the game out the most, you can fire faster on the plane levels that on the ships levels to account for the increased speed of the targets you’re trying to hit. All in all this is a solid little shooter that deserves more attention than it got. I dare say this might be a hidden gem on the 2600. In accordance with most hidden gems the prices are all over the place but are usually far too expensive. I got lucky and got my copy on Ebay for 10 dollars which is a very fair price, though most copies are listed at around 20 dollars plus and don’t even try to get one in the box unless you have 70 dollars just lying around being a nuisance. If you can get a copy of this game for 10-15 dollars loose then you shouldn’t hesitate to snap it up, Marine Wars is a real winner. Attached thumbnail(s) http://atariage.com/forums/blog/729/entry-15910-marine-wars-konami/
  17. I just spent the weekend fixing my 5200. I fixed the color on my 5200, re-calibrated the controllers and replaced the flex boards. lot a work but well worth it. My 5200 works better now than ever. I think it needs some more tweeking but now it works. Over all great system. I also found pacman defender super break out and Kangaroo MIB for $20. I now have 10 5200 games. I also repaired my 2600 joystick and added a few more games. I now have 105 2600 games. nowhere near a complete set but will never own that too many one of games and such. My collection is going well. 60 in box games but not going for all in box just when I can get a great deal. I think I am like most collectors I want the games not something just to sit on the self. One thing that I hate is MIB people IMO why have a game in an unopened box. Games are meant to play and enjoy not just look at. I also feel a collection is what you say it is. No one has the right to say your not a real collector or a true collector has this or that. I have never bragged what I have though if I get a treasure I wanted or really like I will show it to people. Mainly because it excites me not so I can say I have this and you do not. Thats my thoughts anyone else have theirs. My pride and joy in my Atari 2600 collection is my first release 2600 Sunnydale heavy 6er. My mom belonged to this "club" where they sent you free stuff to try and keep and by some miracle we got a 2600. It has promotional use only not for retail sale. Its also carved into the bottom of the system. very deep so it cant be removed. LOL will never sell it but its still cool I had the original controllers but they were lost they were also stamped not for retail sale on the bottom. I remember it had bright orange almost red fire button. My favorite game I have is the combat game it came with then I would say adventure and berserk. still play those games. Anyone have a pride and joy of their collection? http://atariage.com/forums/blog/761/entry-15912-awesome-weekend-and-my-5200-and-collecting-thoughts/
  18. you make progress. In any case, I am now mixing the cake to have a birthday... This release has a generic skill screen so you can select levels with the appropriate world, 2 and 3 being the same. All 3 Original Castles work with the corrosponding key. Some offset bugs in the mazes which have to be addressed. Invisible maze is visible. Super Game closed for renovation. Now is the time to bring it all together then work on the bugs and upgrades. 95% of the code is in place or has a holder bringing the game so far 17k under the max of 32 which leaves plenty of room for improvement. Here is release v12 http://atariage.com/forums/blog/763/entry-15911-who-cares-about-bugs-when/
  19. Quake 3 Arena won't install on windows 10. I think the installer is 16 bit instead 32 bit. Fortunely I managed to install the game and run. All I need is to copy the whole game to the computer and start it. Quake 3 Arena still needs the cd to run. Attached thumbnail(s) http://atariage.com/forums/blog/56/entry-15909-quake-3-arena-is-still-cool-on-windows-10/
  20. A mans home is his castle so in this day and age with so much crime we have to have locked doors. Why? Can't we trust golly woggles and dragons from breaking in and stealing your hard earned loot. So, in version 10 you get first hand look-zies at my new castle lock and open animation. Like always, check for bugs and just like always don't get back with me. All keys visible can be picked up and only that key will open the corresponding colored castle. You can try any match you want even the magnet to unlock the castles and it should not work. I have code in place for closing the gate but it is not activated. Gates stay open after you leave the room. Routine also calls for staying closed when you leave but has not been implemented yet. Have fun. Attached File(s) Project HERO 5 v10.rom (14.3KB) Number of downloads: 0 http://atariage.com/forums/blog/763/entry-15908-we-all-hate-locked-castles-dont-we/
  21. So I was trying to make a line of trees, like I did with the line of water used to make a stream. Couldn't, even after multiple tries. I was really sleepy all of yesterday because first off I only got a couple hours of sleep due to insomnia, and second, I couldn't sleep when I wanted to on the couch because the dog kept barking at the guy who was washing the house. I don't know why they decided they needed to wash my house, but they did. So after trying to make a line of trees, I FINALLY slept at 1 a.m. or so. Woke up at about 2 p.m., so I am feeling better and am not as sleepy as I usually am. After waking up, I decided to not go ahead with trying again to make a line of trees and took the easy way out of drawing one tree on top of the other. It was then I discovered a bug in the game. If the guy shot and the ball landed above the tree, it acted like it hit the tree. This only happened on one tree and not the other. The reason I hadn't yet discovered this was because it happens on only one of the trees, the left-most tree on hole 4, the one you don't need to go near. But I fixed it. The picture here is of hole #8. So now with a lovely title screen with looping music, all I need to do is design and put in one more hole and I can call this game finished. Which means I only worked on this game for a couple of months. I started back around early April. http://atariage.com/forums/blog/168/entry-15907-yet-more-golf/
  22. https://www.kickstarter.com/projects/1400504074/the-scientists-1-3-dangerous-ya-adventure-comic If you like adventures like the Goonies, but with a sci-fi thriller edge, check out this comic! A group of young science prodigies are the lab rats in a deadly experiment. Have they finally found the way out? http://atariage.com/forums/blog/682/entry-15906-get-my-comic-the-scientists-1-3-its-the-final-week/
  23. I’ve debated whether or not I should review this game for some time, due to its complexity, but I’ve decided that now is the time. There are advanced games for the 2600, Solaris, Raiders of the Lost Ark, and Dragonstomper being excellent examples, but there is one that I think beats them all out in terms of volume, and complexity. Mountain King is one of those OG games that never seems to get talked about anymore, kinda like Miner 2049’er or the Jumpman series of games, games that were big for a few years until they petered out and were largely forgotten. Originally designed by E.F. Dreyer though the 2600 port, which is the one I’m looking at, was programmed by none other than our old friend Ed Salvo working at VSS Inc. who were contracted to make the 2600 port. I don’t know which system Mountain King originally game out on, it experienced a blanket release on all the major consoles and computers in 1983 with the Colecovision game coming out the following year. Due to this game’s size and complexity the game came on a 12K chip and required an extra 128 bytes of RAM. So… a game three times the size of an average 2600 game with twice the RAM, this had better look good! Erm… Well I won’t call it the pinnacle of graphics but it really isn’t all too bad considering the system it’s on. There are horizontal lines absolutely everywhere, as well as patches of white dots that are supposed to be diamonds. Alright, so I think we can all agree that this game is very graphically simple, almost everything is made out of lines and the main character is a stick figure but the fact that there is so much of everything with no detectable hint of flicker is absolutely incredible. Actually I find the little stick figure protagonist to be absolutely adorable, he has a bunch of little animations for different heights that he falls from a slight bend of the knees to being knocked on his ass. Also whenever you hold up the d-pad while not in front of a ladder your little stick dude will turn up his arms and shrug like he’s saying “What do you want ME to do about it?” I also feel the need to mention how clever the flashlight is, yes you have a flashlight, the objects you’re looking for can only be illuminated by the flashlight so what do you do? Well, you make the sprites of the objects black so you can only ever see them with the flashlight; this is clever programming at its finest. Alright so the graphics are simplistic but at the same time they are also very clever, will the sounds do the same? Well, yes actually. Starting off with you’ll only hear the obnoxious chirp of collecting diamonds, but once you collect a certain amount all you’ll hear is silence. As you plod away in silence you’ll hear it the faint whisperings of music, go towards it and find the source, once you find the right one you’re ready. When you collect the Golden Crown you’ll be treated to a good rendition of ‘In the Hall of the Mountain King’ by Edvard Greig, the only problem I have with it is that two notes are out of place and it really bothers me as a bit of a music snob. This is a game with an ending, an ending that I’ve never seen, because make no mistake this is a very hard game, for several reasons. Let’s get the basic premise out of the way, you are an explorer who is traversing the long lost diamond mine in an attempt to find the Golden Crown. To acquire the golden crown you must complete a series of somewhat convoluted steps, you must first get 1000 points by collecting diamonds, and then you must locate the flame spirit. The flame spirit can be found by listening for its music, this isn’t the best way to find it though since there are several treasure chest dotted around the map that also give off ghostly music, you’ll know it’s the right one if you see an incredibly brief flicker of flame, then you have the right one. Once you collect the flame you must then take it and offer it to the skull spirit who will then grant you entrance to the temple and the Golden Crown. The game isn’t over when you get the crown though, oh no you’re only halfway there, you must then escape. You must make your way to the perpetual flame that burns at the highest point of the mine while dodging crown stealing bats that will steal your crown, if that happens then the game is basically over. If you thought that this seems fairly simple then you’re right, it is fairly simple, what makes it difficult is the time limit and the controls, no matter which difficulty you play you’re on a time limit. On level one you have a grand total of eight minutes to beat the whole game and only 1:30 to get the crown to the flame once you get it, in comparison to level eight where you have only three minutes total, 40 seconds to find the flame spirit and one minute to get the crown to the flame which if you ask me is impossible. The controls will be your doom, instead of jumping with the button like most other platform games, in Mountain King you have to push and hold your joystick at a perfect 45 degree angle to get your guy to jump, it is terrible to do with a joystick and only slightly more tolerable with a Genesis D-pad, honestly the best way to control this game is with a keyboard and even then it’s entirely frustrating. This is some of the tightest platforming you’ll ever to in a videogame, if so much as a shadow of a pixel touches a platform mid-jump you are going to fall like a sack of bricks. The controls ruin this game for me, even when playing it with a keyboard the game is a frightful chore to control. Everything in this game was set up for success but the controls just tear it all down. But credit where it’s due you can actually get to the secret hidden world if you know exactly where to jump, according to Ed Salvo he put it in there intentionally, because the Atari 8-bit version he was using had it so it then went into the 2600 version. If you’re still interested in buying a copy then you can find them for 10-20 dollars on Ebay loose, and around 20-60 for a boxed copy. It’s Collector’s Zone for Mountain King, the price just can’t justify this frustrating experience. Attached thumbnail(s) http://atariage.com/forums/blog/729/entry-15902-mountain-king-cbs-electronics/
  24. In this video, just uploaded to Youtube, I show over $500 worth of Atari Homebrew gaming goodness for the 2600 VCS, 7800 ProSystem, and Jaguar. Even so I missed some, so I'll need to do another video. Technically some of these games are Homebrew ports of Arcade games, but there are many that are totally original as well. Most were purchased from Atari Age. I purposely left out the Custom Reproductions that I have ordered, as I'm saving them for an upcoming video. While the above video was uploading, I discovered that I now have a second supporter on Patreon. Supporters get exclusive content, which I plan on expanding what I offer as I go along. https://www.patreon.com/user?u=11084981 http://atariage.com/forums/blog/760/entry-15905-feeding-my-atari-video-1-over-500-dollars-worth-of-gaming-goodness/
  25. Don't even get me started on the confusion over the Sparkster sequels - that'll be a whole different episode! For now enjoy Rocket Knight Adventures, a game that in my opinion is an absolute Sega Genesis classic. http://atariage.com/forums/blog/3/entry-15903-genesis-does-rocket-knight-adventures/
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