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Blogs

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  • For Next
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  • bankockor Blog
  • Kelp Entertainment
  • 2600 Fun Blogs
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  • IHATETHEBEARS' BLOG
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  • The Word Of Ogma
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  • nanobug's monument of geekiness
  • dogcorn's Blog
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  • ivop's Blog
  • what is the chicago basment
  • Cheat Blog
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  • the.golden.ax's "Oh my Blog"
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  • kroogur's Korner
  • Verbal Compost
  • Frizo's Collecting Adventure!
  • Old School Gamer Review
  • ...
  • Rybags' Blog
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  • grafix's Bit Mouse Playhouse
  • S1500's Blog
  • hackerb9's blog
  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
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  • Horst's Blog
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  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
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  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
  • 2600Lives' Blog
  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
  • Devbinks' Blog
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  • The 7800 blog
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  • Lynxman's FlashCard Blog
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  • The Wreckening
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  • lost blog
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  • Robert @ AtariAge
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  • revolutionika's Blog
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  • edweird13's Blog
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  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
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  • Retail hell (The EB years)
  • Vectrexer's Blog
  • Game Maker to Game Dev
  • Retro Gaming Corporation
  • Hulsie's Blog
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  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
  • GamingMagz
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  • caver's Blog
  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
  • toiletunes' Blog
  • Justin Payne's Blog
  • ebot
  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
  • Pac-Man Vs Puck-Man's Blog
  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
  • defender666's Blog
  • TheSSLstore - SSL certificates Validity
  • Chuplayer's Blog
  • pacman100000's Blog
  • POKEY experiments
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  • Gary Mc's Blog
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  • ScumSoft's Blog
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  • kgenthe's Blog
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  • Dallas' Blog
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  • Fashion Jewellery's Blog
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  • CJ's Ramblings
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  • dragging through the retro streets at dawn
  • Please Delete - Created by Accident
  • Nerdbloggers
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  • Brain droppings...
  • Sandra's blog
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  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
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  • Pandora Jewelry's Blog
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  • Adam24's AtariAge Blog!
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  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
  • raz0red's Blog
  • The Forth Files
  • The Forth Files
  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
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  • joshuawins99's Blog
  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • 8BitBites.com
  • BrutallyHonestGamer's Blog
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
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  • jetset's Blog
  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
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  • VVHQ
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  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
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  • Buying Atari on Ebay
  • matosimi's Blog
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  • The StarrLab
  • Scooter83 aka Atari 8 Bit Game Hunters' Blog
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  • Manoau2002 Game and Vinyl Blog
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  • Atari 2600 Lab
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  • MegaData Manifesto
  • Selling Atari on Ebay.
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  • eshu's blog
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  • Bio's Blog of Randomness
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  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
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  • The Game Pit
  • PShunny's Blog
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  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
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  • Msp Cheats Tips And Techniques To Create You A Better Gamer
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  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
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  • --- Ω ---'s Blog
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  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
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  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
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  • My blog of stuff and things
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  • Atari 2600JS
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  1. Bought this bundle days ago and today it came in and I eventually got it all working on my VIZIO Smart TV. It’s a milestone because it’s my next old console and my next Atari one. This is the 80s Darth Vader model that makes sense and contrasts with my woodgrain modern VCS. The visuals look like a grainy videotape having come from the 80s. I look forward to collecting more games and peripherals for it too.
  2. Welcome to the 2nd round of The AVC Games: Harmony Games (2600 division) Round 2 Completed: Ports: ElevatorAgent by Champ Games/ @johnnywc John Champue since this game can't be ran on an actual system you can only play it via emulators like Stella 6.7 or Gopher2600. You can download the final Demo game here:link ----------------------------------------------------------------------------------------------------- Rules: Play on standard setting (arcade) difficultly setting doesn't matter Left : a- Startup animation only plays when entering the first building. b- Startup animation plays when entering each new building. Right: a- Disable the in game music. b- enable the in game music. Game Loops Back to level 1 after competing level 4 scores up to level 4 can be submitted. Rankings: 9pts for for 1st place and 1pt for last place and after This round begins on 4/8/2024 at Noon Central and Ends on 5/11/2024 at 2pm Central Score can be submitted three ways Now: via this post on Atari Age (like normal) via Facebook on the Atari Video Club group (thread post will be set up) via the AVC Online website on the AVC Games Page
  3. Welcome to the 2nd round of The AVC Games: Harmony Games (2600 division) Round 2 Completed: Originals: Game of the Bear 2 Much to Bear by @vhzc VHZC Games / Vladimir Zuñiga which came in second place (Penult which did win didn't fit the guidelines for the AVC Games for not having scoring system and Game of the Bear 2 Much to Bear was chosen) ----------------------------------------------------------------------------------------------------------- Rules: like most VHCZ games you must finish the game to get the score go here to d/l the game: link Rankings: 10pts for for 1st place and 1pt for last place and after This round begins on 4/8/2024 at Noon Central and Ends on 5/11/2024 at 2pm Central Score can be submitted three ways Now: via this post on Atari Age (like normal) via Facebook on the Atari Video Club group (thread post will be set up) via the AVC Online website on the AVC Games Page Good luck!
  4. Hello everyone! I'm proud to announce an upcoming 2600 homebrew game in the making. Let's play Pong! It's based on the classic Pong game, Just with more details and modes, More artwork and features should be coming in later this month and early April. If there any update in later on project it " most likely be updated here "
  5. Welcome to the 1st round of The AVC Games: Harmony Games (2600 division) Round 1:Work in Progress Port: Zkeep by Krzysztof Kluczek Rules: play until you die (I don't see any other things mentioned about settings so it doesn't matter) ------------------------------------------------------------------------------------- go here to d/l the game: link Rankings: 9pts for for 1st place and 1pt for last place and after Open Challenge: instead of closing the round we now leave it open for the first ten players to score. once we get 10 scores we will then close the round Score can be submitted three ways Now: via this post on Atari Age (like normal) via Facebook on the Atari Video Club group (thread post will be set up) via the AVC Online website on the AVC Games Page
  6. Welcome to the 1st round of The AVC Games: Harmony Games (2600 division) Round 1:Work in Progress Original: OH No More Peril by @vhzc VHZC Games / Vladimir Zuñiga which came in second place in the 6th annual AHA (Button which did win didn't fit the guidelines for the AVC Games for not having scoring system and Oh No! More Peril was chosen) ----------------------------------------------------------------------------------------------------------- Rules: like most VHCZ games you must finish the game to get the score go here to d/l the game: link Rankings: 10pts for for 1st place and 1pt for last place and after Open Challenge: instead of closing the round we now leave it open for the first ten players to score. once we get 10 scores we will then close the round Score can be submitted three ways Now: via this post on Atari Age (like normal) via Facebook on the Atari Video Club group (thread post will be set up) via the AVC Online website on the AVC Games Page
  7. Maybe this is a stupid question but ... I was wondering while updating my detailed list of Atari 2600 games: Is there an official name for the new Atari 2600 label variation (10in1, 4in1, Mr Run and Jump, Berzerk Enhanced Edition)?
  8. I recently purchased a Panasonic 1984 and a Sanyo 1990 CRT TVs on eBay and am having trouble getting either of them to activate Atari. Can anyone give me any solutions to this problem? No matter which channel I turn to, nothing responds. By the way, I have an another CRT TV with Coaxial connection to play with on channel 2, so I think I know how to use it at least. Thank you! Shinji
  9. If this game had been released by Activision or Imagic I think it would be better remembered than it is. https://youtu.be/KfuTFIyT2xY?si=9ZktaRpVZg78PN2f
  10. Now that the 6th Annual Atari Homebrew Awards are done time to announce the games for the AVC Games for the Harmony Games Division (2600 Division): as mentioned in AVC Games Topic with changes to the AHA's we had to reformat the rounds: Round 1: Work In Progress: Original: Oh no more Peril Port: Zkeep Round 2: Completed: Original: Game of the Bear 2 Much To Bear Port: Elevator Agent Round 3: 4k and below: Bot and Tom (on Round 1 Button did win 1st place on Work in Progress, but didn't have a scoring system in it, so Oh no more Peril was the next choice: on Round 2 Penult did win Completed Original but it didn't have a scoring system so Game of the Bear 2 was next choice) here is the schedule for each round: Work in Progress *Open Challenge Best Completed April 8th - May 11th Best 4k and below: May 13th- June 8th When rounds go active there will be links to them above and in bold (as well mentioned in the AVC Games Topic) *Since there were no entrees for round instead of closing it, we are issuing an open challenge for the first 10 players only more on this on the post
  11. Thanks to all who participated in the 2023 Atari Homebrew High Score Contest. It was another slow season. And now like last year it time for a change, a name that is, what started out as Harmony Games where players picked the homebrew 2600 games than decided by voters in the Atari Homebrew Awards, and later changed to Atari Homebrew High Score Contest last year now including homebrew 7800 games. instead taking request like before for names I just deiced to call it the AVC Games with the subtitle: Playing The Best Scoring Games From The Atari Homebrew Awards. Like the subtitle suggests: we are playing the games that have scoring systems that was a winner of The AHA's. the stipulations on deciding what games from the top 3 winners from AHA are used in the AVC Games are: The game must have a scoring system (either be normal scoring or best time) the game must be one player (two player games are disqualified) and the ROM must be public to be played on flash cart or emulator (we will always use the current version of the ROM) For now we are still doing 2600 (Harmony Games Division) and 7800(Concerto Games Division) games. Due to format changes of the AHA's the rounds been altered: Harmony Games Division: 1st round: Work of Progress (stays the same as past Harmony games: Original for normal points (10 for top score 1 for last and after) Port for bonus points(9 for the top score and 1 for last and after) 2nd round: Completed Games, reverting back to Original format similar scoring for Work in Progress 3rd round : 4k and below only for normal points Concerto Games Division: 4th round: Work in Progress (same points as Harmony Games Work In Progress) 5th (final round) Completed (same points as Harmony Games 4k and below) Score submitting remains the same Atari Age (Harmony Games topic for 2600, Concerto Games for 7800) AVC Online Facebook group(topic will be set up) and AVC online website on the AVC Games page via the form. Harmony Games Division Starts on March 11th,2024 at Noon Central Concerto Games Division starts on Second Monday of the Month after Harmony Games Division ends. This topic will be used for the Leader board updates as well as announce when the games start
  12. 20 years ago I decided to get my feet wet learning how to make games for the Atari 2600. I had sincere intentions but back in 2004 I was simultaneously just starting my first ever gig writing humor columns for an online outlet. I was torn between two loves and because my foundation as a creator was grounded in performing comedy I took the route of following the path of a writer, though I always wondered what was down the road less traveled. Now I am back to hopefully relearn everything and then some and bring some of those old video game ideas to life and it all can be traced back to this game. Pineapple 2000 was my first "finished" Atari 2600 project and I had big aspirations for it. I wanted to get a miniature comic book made for it that told the story of the lone gingerbread man fighting off the invading swarm of "Fruitoids". Real stupid stuff and definitely something that matched the spirit of "lol so random" humor that permeated the early 2000's. Ultimately none of this came to fruition and I wound up getting about 20 cartridges made to sell to people on AtariAge who were interested in collecting oddities for the system. I did not sell all of the cartridges and a few of them (like 3 or 4) are buried in my garage somewhere. (If I ever locate them I plan on selling them at a slight premium due to their rarity in order to fund future game design endeavors.) This game is based upon the code of Space Invaders. In fact there is very little separating it from the base game as this is predominately a graphical hack. I wasn't sure how else to really improve upon Space Invaders beyond that. It's not an impressive hack in the slightest but it's important to me from a historical standpoint. Maybe you too will find something to smile about when you play it. I've attached the BIN of the game to this post for you to download. Additionally the game is available through itch.io and archive.org. If you are interested in reading about the fate of the "Radio F Software" label that produced this hack I wrote up a blog post about it here. Thanks for checking out my post. Keep your eyes glued to this section of the forum as my first proper game in 20 years is nearing completion! pineapple_2000_v1.bin
  13. Hi - I’d like to sell the whole lot to one buyer maybe $3 per cart. Local to NC or SC would be great but I’m fine shipping in the U.S. lower 48. Please PM me if any reasonable offers. All carts were tested (on a 7800) and working as of a year ago. Thanks!!
  14. Hello, I have scoured the web and even SoulSeek for these...I tried to buy on eBay but the seller is not responding (I guess he was in the hospital?). For whatever reason, I cannot find free labels ANYWHERE online...Would anyone be so gracious as to send me print quality PNGs or JPEGs of the HERO and BEAMRIDER labels for activision 2600 carts? I would really appreciate it. Would be nice to have them spec to size to be ready to print. If not, could someone kindly give me the correct print dimensions for these labels as well? truly grateful, thanks! Frank
  15. The Accu-Pick 2600 robots get a break from farm work to practice their catching skills. Help them successfully catch the ball in 1 of 3 possible landing locations or let them try to do it themselves with 4 varying A.I. skill levels. But beware! The red Squiffal-ball seemingly has a mind of its own when travelling through the air. The game ends when the first player gets 10 points or when the game clock expires. Current Version (Complete): V1 ROM (NTSC): Catch[V1][NTSC].bin V1 ROM (PAL60): Catch[V1][PAL60].bin Instructions: Catch Documentation.pdf Previous Versions: Following ElectroBall and Berry Fun!, my new game Catch is my 3rd homebrew for the Atari 2600. For my third game I decided to try and make something using the Keypad controllers after multiple suggestions on integrating Keypad support for Berry Fun! (one big reason I didn't do it for that game is because I didn't have enough actual clock cycles to do game logic and read from the Keypad). The artwork for Berry Fun! also inspired the "robot claw" sprite to indicate where to catch the ball, as opposed to the original Blip! placement of [1], [2], and [3]. Game development started in the summer of 2023 and was completed with an hour here and an hour there when I had some spare time. Beta 1 was wrapped up at the end of 2023, but didn't make its "debut" on the scene until 2024. Beta 2 was complete in mid-January 2024. The game was officially declared "complete" on March 9, 2024 (the only difference between the final V1 ROMs and the B2 ROMs is changing of "B2" to "V1" on the title screen). If there turns out to be a bug in the game I'll look to fix it, but I was not planning on any new overall developments (instead I will turn my attention to my next game, a return to the more standard Joystick control). This game is in a sense is a "port" of the Tomy handheld Blip! game, which itself was a port of Pong. So this is a port of a port (port^2?). While developing it I put in further goals on what I wanted to do for this: Try to lean into the "port" aspect of game development as much as possible (my other two games were "heavily inspired" by other games but could be considered original), use the Keypad controllers, make this a 4K game (no bank-switching!), use a single line display kernel, add in an options menu and keep it "Couch Compliant". At the moment I'm able to do all of that (and currently have 3 bytes of ROM space left over). I definitely had to use a lot of ROM space saving tricks and arrange my graphics data so that they fit into 2 256 byte spaces to avoid wasting any sort of ROM space. I didn't have enough space for an opening music jingle, but with Keypad support I was able to program in the ability to generate tones with each Keypad, allowing people to come up with their own jingles. I used Darrell Spice. Jr's joystick/keypad sample code as a starting point, then Darrell was kind enough to send me an updated sample code on how to read both controllers at the same time (included here 2keypads.zip for posterity). I did some additional space saving optimization, switching from SLEEP macro commands to a DELAY_X_CYCLES macro to do a loop to wait for each line of the keypads to be read. I also used some of the delay time to generate some random numbers, added in an option to not read the keypads for certain situations (when a player scores, for example), as well as add support for the computer to decide what key to press (and not have the human override it). My "even more optimized" Keypad reading subroutine code and the DELAY_X_CYCLES macro (and web link to OmegaMatrix's original post on it) can be downloaded here: ReadKeyPad_V2.asm. This is version 2 of my keypad code, which has dozens of bytes of savings due to waiting to assign my final keypad values at the very end of the subroutine. With those byte savings I was able to add a "Medium" ball speed and have the version and year displayed on the title screen. Because of how I did the "Medium" speed, it is technically closer to "Fast" than to "Slow" ("Slow" ball takes 106 frames to cross the screen, "Medium" takes 75 frames to cross the screen, and "Fast" takes 58 frames to cross the screen) but "Medium" definitely feels like a cross between "Slow" and "Fast" .. so mission accomplished! This game gave me some incentive to buy a used copy of Blip! from E-bay for further study to closely study it. The mechanical construction of this game is quite interesting. It essentially operates on a wheel, and after a certain period of time eventually loops around to repeat the same pattern. One of the options in the game is to use the exact same pattern or use one that is completely random. The original game is also really hard, and I think some of the movements of the ball (especially near the edge) borders on ridiculous. I did a pseudo-adaptation of the ball movement, having it be a little "squirrely" as it travels to not make it blindingly obvious where it was going to end up, but also not completely unpredictable. On the original game the instructions explicitly say "anticipate" where the ball will land, as if they knew it's just a complete crap shoot from the player perspective where it will land. Depending on how my concentration goes I vary between being able to catch the ball and not catch the ball so some skill is involved. The default options from game load-up are as close to the original as I could get. 2 human players, a "fast" ball (which travels roughly the same speed as the original), follows the "wheel pattern" of the original (starting at a random point in the wheel each game), and plays for 99 seconds (depending on how I wound up the game, I was getting games ranging from the low 70's to mid 120's in seconds, but I think this is a game best played in short bursts). But I've also added in the ability to do shorter games, a slower ball, completely randomized ball placements, and 4 varying computer skill levels (from an A.I. that just makes a guess each time to an A.I. that will get it perfectly each time, and all skill levels in between). Instructions are attached underneath the ROMs (available in NTSC and PAL60 flavors). For those that don't want to read instructions, any button on the lowest part of the Keypad serves the ball, any button on the 2nd to lowest part of the Keypad selects the bottom row to catch the ball, any button on the 2nd to top part of the Keypad selects the middle row to catch the ball, and any button on the top part of the Keypad selects the top row to catch the ball. The left Keypad controls player 1, and the right Keypad controls player 2. Please enjoy! If you've wished for another homebrew game that used the Keypad like an arcade controller, your prayers have been answered. Using Keypads certainly limits the game's availability across all available platforms (not playable on Javatari, not playable on Argon, currently unplayable on 2600+), but it was an interesting exercise making a game for this particular controller.
  16. For me personally, the player damage sound from Millipede on the 2600 has got to be the most ear grating horrendous noise i can fathom; i haven't played every game on the system though just the sound alone is enough to make me avoid that version altogether, it's so shrill. If you got a pick would be interest to hear it.
  17. This is the final entry in the SwordQuest 'Jr' series. WaterWorld is pretty much the easiest game of the three anyway, so making it 'Jr' wasn't nearly as hard as the other two. One significant tweak here, I didn't like how the game 'reset' after each clue, so I disabled that feature. Unfortunately, there is a considerable pause after the clue before you can start playing again. But other than that it seems to work fine. Another tweak was getting rid of all of the in-game hints. They just seemed annoying without any real benefit. Each room needs at least 4 items to get a clue. The clue will help with the next room, as long as you work from the top room to bottom room in that order. The final clue will actually help in AirWorld, if you are able to get a copy of that game. Although there is no official PAL version of WaterWorld, a conversion was made by Omegamatrix (among many other PAL conversions), so I hacked that one to match the NTSC version. Hopefully it works as intended. Swordquest Waterworld Jr.bin Swordquest Waterworld Jr (PAL).bin I actually have some more ideas for the three SwordQuest games, but they must wait until I get much better at understanding and manipulating 2600 code. Until then, thank you all!
  18. I had this idea i came up with back in college ages ago of a sequel to Berzerk called Berzerk II on the 2600. Disregarding my lack of understanding on what the hardware is capable of, this was my idea for a sequel. The game would set you in one of the 3 set positions at the bottom of the map, you would then need to navigate and avoid the robots and find 3 coloured dots (keys) in order to open the gates at the top to the boss. Once in there, 2 shields will cycle along and you will need to time your shots between the openings to destroy the boss ( he does not move ) , dodging lasers all the while, standing in front too long will result in being fired at. Once defeated, you will have 2 minutes to get out of the base, pausing (b/w switch) will bring up a blank map, with your position, and the exit position, you will use this to find your way out, the exit is random but always on the edge of the map. Once you escape you will start again and the game gets harder ect. I gather there would be a way to randomize the map slightly each time after the first, softlocks would be my concern. Some rooms will have lasers that fire and you need to run through, generally guarding the keys needed. Evil Otto will come as normal if you linger to long, and when the base is on countdown. He will have an angry face when you are escaping. Trap room exist as dead ends but a challenge for the player, defeating them all grants 1 extra hit, these can stack up to 3 extra hits. There are drone enemies now, both will charge and increase speed if your in their line of vision, one of them will hunt you down if they see you while the other just keeps on its set path, speeding up if only on that plane its on. The robots like usual keep their Ai as before, saying things to you depending on how you enter, or leave the screen, or die. That is the just of the idea. The box art i hobbled together with AI and some manual editing to fix up some of the anatomy and a bit of the face, if this was a legit thing it would best be redrawn by someone else for proper authenticity. This game is placed about 40 years after the first, all have failed in their missions since and you are the last one up, failing results in the downfall of humanity, so this time you really cant afford to lose. I thought of having an ending game over where the robots say some grim one liner, though i cannot think of any of yet. Let me know what you think. Link to the files in case they expire, larger map included - https://drive.proton.me/urls/XDY1E7BXD4#aRr2X4wG4m82
  19. As I don't happen to own any 2600 compatible flash carts I tried to make something simple. Google told me that this idea has failed before. But that may be because of speed considerations. As the 2600+ just dumps the cart my guess is that it is better suited for a Pico approach. The image tells it all: glue a Pico on a PCB that has a 2600+ connector. After that solder the wires to correct places on the pcb. Once I get the soldering done I will try to copy relevant code from nickbild/picoROM: Emulate ROM chips with a Raspberry Pi Pico. (github.com) and see it I can get this to work with 2600+ dumper. The goal is to program a 4k game into RAM and when it is ready I switch the ROM emulation on and the dumper would read the cart image from the Pico's RAM.
  20. Let's make the testing a bit more structured and useful. So please put all your Atari 2600 games, controller etc. related test results in here. If possible, verify your results with original consoles. First, there are numerous games (especially homebrews) which are known to not work (yet). In brackets you find the bankswitching type name of Stella. Pitfall II (DPC) Activision (FE) (most likely): Decathlon, Space Shuttle, Robot Tank - Note: there exist cart versions (e.g from HES) which use Atari's F8 and thus work M Network (E7): Bump'n Jump (not the Telegames version!), Burgertime, Masters of the Universe CBS (FA): Mountain King, Omega Race, Tunnel Runner CommaVid (CV): MagiCard, Video Life Megaboy (F0) CompuMate (CM) Arcadia Supercharger (AR) games Melody enhanced homebrews: DPC+ (e.g. Space Rocks, Stratovox...) CDF(J) (e.g. Draconian, Galagon, Lode Runner, Mappy, Stay Frosty 2...) FA2 (Star Castle Arcade) CTY (Chetiry) Homebrews using EF, DF or EF bankswitching: e.g. Zippy the Porcupine, Penult Toyshop Trouble (0840) (there exist carts which use standard F8 bank switching and thus work) Boulder Dash (3E) Circus Convoy (SB) Stella's Stocking (X07) Realsports Boxing (F8) (there is a bug in the dumper which affects this game) Thrust+ Platinum (constant thrusting because properties cannot be found) Also some rare carts/prototypes like Pink Panther (WD), Pleiades (UA) or certain Brazilian bank switching types will not work. All other games should work. Exceptions found so far: certain bankswitched white Coleco carts seem to have problems Also not working: Harmony cart works only for 4K games in developer mode PlusCart As of now only standard Joysticks and Paddle seem to be supported. Sega Genesis and BoosterGrip might work (please test). Unsupported controllers: Keyboard, Video Touch Pad Driving controllers Lightgun Mindlink KidVid Trackballs (CX-22, CX-80, Atari or Amiga Mouse ) (in real trackball mode, works in joystick mode) AtariVox, SaveKey QuadTari(?) Joy2B+(?)
  21. I have been collecting for about 30 years now, and have around 200 sealed games, 3 sealed consoles and one open box/complete. Some games are indeed rare. Given eBay's outrageous fees, I have decided not to list them there. I would rather sell the collection as a whole and not piece it out. I am not sure if there are any collectors here that could afford or want such a large collection. If not, are there any other sites out there that I could list on that won't take a large chunk? Thanks in advance for any ideas you may have. I haven't been active on this site, but I have been here for at least 17 years. For anyone worried about my 'reputation' - I am i-collect-70s-stuff on eBay, check me out if you wish. ^^ Both sealed. ^^ The top one is the only opened but complete system, the bottom is a 1977 heavy sixer. To the right of the sixer is a mini Pac-Man arcade. ^^ In the top left that can't be seen is Berenstain bears, as well as a CIB Nelsonic game watch from the 80's. Far right is Glib. On bottom shelf is a Pac-Man candy dispenser with an Obelix behind, as well as another Obelix, this one just the cart. Far right on bottom shelf that is barely visible is a Swordquest Waterworld cart. ^^ Top left is Rampage; the only game I sent in for rating at WATA. It took 11 months for the one game so I decided not to go further. Bottom right is an Asteroids Fossil watch. ^^ Can't be seen: Sealed Arcade Game Pen, and a pack of unused Pac-Man pencils. ^^ Complete set of Atari Force magazine and sealed Atari 5.25" diskettes. Can't be seen: Atari clock. Atari Collection.xlsx
  22. EDIT: Thanks to INTVCruise and Zeptari, I now have manuals for the 5200 Space Shuttle, and the 2600 Atari Video Cube. Many thanks again to the both of you!!! So all I'm still lacking is the 5200 Mario Bros., and the 2600 Tooth Protectors (which I realize is very rare). If anyone out there has either of these instruction manuals (in good shape, with no tears or writing on them), and is willing to let go of them for a reasonable price, please let me know. Thanks so much!!!
  23. What is everyone's first Atari memory? I'm primarily thinking of the 2600. Mine was Christmas 1980.... All the presents, Santa's and Mom and Dad's, had been opened and my brother and I were playing with our latest Star Wars figures. My brother had Lando Calrissian in his hand (who would some years later be cut in half by a lawn mower in an "accident" when my brother learned to cut the grass). My Dad said "What is that under the TV? (We had a Zenith 25" console TV). My brother tossed Lando aside and we pulled from under the TV a glorious Atari 2600 light sixer. We received 3 games to go with the pack in Combat. Circus Atari, Defender and Missile Command. My brother's favorite was Defender and mine was Missile Command. We played the whole day, fighting on who's turn it was to play. I remember it was bitter cold outside and we were in our pajamas all day. It was toasty warm inside and as the sun went down the only light in the house was from the Christmas tree that had been on all day. My Mom was on the sofa next to us napping. My Dad, having to go to work mid day on Christmas, calling on our Harvest Gold rotary phone to check on us. Telling us we had to share and to follow "10 minutes for you and 10 minutes for your brother" system. Also telling us "Let your mom sleep and keep the noise down." That memory is so vivid in my mind to this day. Just hearing the name Atari brings back such happy memories and I wanted to share.
  24. introducing... Pitfall: Strange New Worlds for the Atari 2600 what if... Pitfall had more than one map? what if... you could start on any screen you wanted? welcome to Pitfall: Strange New Worlds plug in both joysticks, this may be interesting. start up the game, things look, a little different. the tree leaves are blue? and what's going on at the bottom of the screen? use the right joystick up and down to change the map. notice the first two characters at the bottom of the screen change. use the right joystick left and right to change the start screen. notice the second two characters at the bottom of the screen change. use the left joystick to play normally. notice the last two character at the bottom of the screen change. what strange new worlds might you discover? === technical details follow... Pitfall is famous among programmers for using a Linear Feedback Shift Register (LFSR) to generate the 255 screens in the game. LFSRs are defined by their characteristic polynomial. With the right polynomial, a maximal LFSR will visit all possible values. (except zero. 00 is weird. No one has ever been able to see Pitfall's screen 00, until now...) For an 8 bit LFSR, there are 16 different maximal polynomials. For those polynomials, there are 255 different places to start. The starting place is known as the "seed". Why did the author choose the polynomial that he did? Why did he choose the seed that he did? Would you like to explore the others? Well now you can. The right joystick up and down will increment or decrement the polynomial. There are 256 possible polynomials, but only 16 are maximal. The maximal polynomials are: 8E 95 96 A6 AF B1 B2 B4 B8 C3 C6 D4 E1 E7 F3 FA The right joystick right and left will increment or decrement the start screen. For the maximal polynomials, all start screens except 00 will be in the sequence. For other polynomials, smaller cycles may exist, or any given start screen may devolve into an even shorter sequence, leaving you no path back to the start! The hex number at the bottom of the screen gives the polynomial, the seed, and the current screen number. The game starts with the classic original polynomial and seed, B1C4. What strange new worlds might be out there? === notes from the hacker who did this. This project grew from a curiosity itch, and took longer than i had originally anticipated. i have a real appreciation now for the original author, as well as the architects of the curious machine that is the Atari 2600. Please don't ask me for any features, there simply is not enough ROM left. i could probably squeeze some more bytes out of it here or there, but there still wouldn't be enough for even the simplest function. i present this in the hopes that you may find it amusing. i have not published any maps, i'll leave it to the community to discover anything here that might be interesting. Pitfall.bin
  25. Edit: this item has sold I was going through my boxes of cartridges last night to test them, and I found this gem. So far as I've read, only two of these have been talked about this century. This is a 2600 cartridge labeled Freeway but the game inside is Ghostbusters. It's a factory mislabeled cartridge. It plays great, boots right up on my daily driver 7800. I'd love to keep it, but raising money for my museum project is more important. I have no idea what it's worth, but I don't want to let it go for a song. Looking for cash or trade (2600, 5200, 7800, 400, 800). No PMing required, please feel free to post here if you'd like to discuss it. Here is my forum feedback. I've had deals with a few other users as well and will provide further references on request. I'll probably put it up on eBay for some stupid high price with an offer option, but I thought I'd give it a run here for a good while first.
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