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Blogs

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  • For Next
  • Take 'Em To The Woodshed
  • bankockor Blog
  • Kelp Entertainment
  • 2600 Fun Blogs
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  • The Word Of Ogma
  • GC's blog
  • nanobug's monument of geekiness
  • dogcorn's Blog
  • I Can't Think of a Catchy Title
  • please help and share story
  • ivop's Blog
  • what is the chicago basment
  • Cheat Blog
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  • My video game library
  • the.golden.ax's "Oh my Blog"
  • ValuGamer
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  • jwierer's Blog
  • kroogur's Korner
  • Verbal Compost
  • Frizo's Collecting Adventure!
  • Old School Gamer Review
  • ...
  • Rybags' Blog
  • BDW's Blog
  • tweetmemory's Blog
  • toptenmaterial's Blog
  • 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
  • GideonsDad's Blog
  • GideonsDad's Blog
  • Horst's Blog
  • JIMPACK's Blog
  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
  • CebusCapucinis' Blog
  • 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
  • a1t3r3g0's Blog
  • The 7800 blog
  • 4Ks' Blog
  • carmel_andrews' Blog
  • iratanam's Blog
  • junkmail's RDE&P Blog
  • Lynxman's FlashCard Blog
  • JagMX's Blog
  • The Wreckening
  • roberto's Blog
  • Incagold's Blog
  • lost blog
  • kurtzzzz's Blog
  • Guitarman's Blog
  • Robert @ AtariAge
  • otaku's Blog
  • otaku's Blog
  • revolutionika's Blog
  • thund3r's Blog
  • edweird13's Blog
  • edweird13's Blog
  • 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
  • lazyhoboguy's Blog
  • Retail hell (The EB years)
  • Vectrexer's Blog
  • Game Maker to Game Dev
  • Retro Gaming Corporation
  • Hulsie's Blog
  • Tr3vor's Blog
  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
  • GamingMagz
  • travelvietnam's Blog
  • pacmanplayer's Blog
  • TheLunarFox's Blog
  • 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
  • JPjuice23's Blog
  • Gary Mc's Blog
  • arkade kid's Blog
  • MaXStaR's Blog
  • SUB HUNTER in A8
  • ScumSoft's Blog
  • The Social Gamer
  • Ping. Pong. Ping. Pong.
  • kgenthe's Blog
  • mapleleaves' Blog
  • Dallas' Blog
  • bfg.gamepassion's Blog
  • Esplonky's Blog
  • Fashion Jewellery's Blog
  • Gabriel's Blog
  • CJ's Ramblings
  • Dastari Creel's Blog
  • dobidy's Blog
  • dragging through the retro streets at dawn
  • Please Delete - Created by Accident
  • Nerdbloggers
  • Algus' Blog
  • Jadedrakerider
  • Appliciousblog.com
  • frederick's Blog
  • longleg's Blog
  • Brain droppings...
  • Sandra's blog
  • Bastelbutze
  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
  • - - - - - -
  • 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]
  • Disjaukifa's Assembly Blog
  • GonzoGamer's Blog
  • MartinP's Blog
  • marshaz's Blog
  • Pandora Jewelry's Blog
  • Blues76's Blog
  • Adam24's AtariAge Blog!
  • w1k's Blog
  • 8-bit-dreams' Blog
  • 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
  • n8littlefield's Blog
  • 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
  • Ariana585's Blog
  • 8BitBites.com
  • BrutallyHonestGamer's Blog
  • falcon_'s Blog
  • lushgirl_80's Blog
  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
  • segagamer99's Blog
  • RickR's Blog
  • craftsmanMIKE's Blog
  • gorf68's Blog
  • Gnuberubs Sojourn Dev Journal
  • B
  • iesposta's Blog
  • 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
  • Prixel Derp
  • HuckleCat's Blog
  • AtariVCS101's Blog
  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
  • Is Atari Still Cool?
  • Buying Atari on Ebay
  • matosimi's Blog
  • GadgetUK's Blog
  • The StarrLab
  • Scooter83 aka Atari 8 Bit Game Hunters' Blog
  • Buddpaul's Blog
  • TheGameCollector's Blog
  • Gamming
  • Centurion's Blog
  • GunsRs7's Blog
  • DPYushira's Entertainment Blog
  • JHL's Blog
  • Intellivision Pierce's Blog
  • Manoau2002 Game and Vinyl Blog
  • Diamond in the Rough
  • Linky's Blog
  • flashno1's Blog
  • Atari 2600 Lab
  • jennyjames' Blog
  • scrottie's Blog
  • Draven1087's Blog
  • Omegamatrix's Blog
  • MegaData Manifesto
  • Selling Atari on Ebay.
  • Unfinished Bitness
  • TI-99/4A Stuff
  • eshu's blog
  • LaXDragon's Blog
  • GozAtari8
  • Bio's Blog of Randomness
  • Out of the Pack
  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
  • kenjennings' Blog
  • The Game Pit
  • PShunny's Blog
  • Ezeray's Blog
  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
  • TheHoboInYourRoom's Blog
  • Msp Cheats Tips And Techniques To Create You A Better Gamer
  • Tursi's Blog
  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
  • Lost Dragon's Blog
  • Musings of the White Lion
  • The Usotsuki Crunch
  • Gunstar's Blogs
  • Lesles12's Blog
  • Atari Randomness
  • OLD CS1's Blog
  • waterMELONE's Blog
  • Flickertail's Blog
  • Dexter's Laboratory Blog
  • ATASCI's Blog
  • ATASCI's Blog
  • --- Ω ---'s Blog
  • mourifay's Blog
  • 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
  • Atarian Video Game Reviews
  • Caféman's Blog
  • IainGrimm's Blog
  • player1"NOT"ready's Blog
  • Alexandru George's Blog
  • BraggProductions' Blog
  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
  • Important people who shaped the TI 99/4A World
  • My blog of stuff and things
  • David Vella's Blog
  • Osgeld's Blog
  • CyranoJ's ST Ports
  • InnovaX5's Blog
  • Star_Wars_Collector
  • Alp's Art Blog
  • Excali-blog
  • STGraves' Blog
  • Retro VGS Coleco Chameleon Timeline
  • Geoff Retro Gamer
  • Geoff1980's Blog
  • Coleco Mini
  • Coleco Mini
  • 7399MGM's Blog
  • 7399MGM's Blog
  • doubledragon77's Blog
  • Ballblogɀer
  • pitfallharry95's Blog
  • BawesomeBurf's Blog
  • Fultonbot's Atari Blog
  • Dmitry's Blog
  • Kaug Neatos Crash Bandicoot Bandwagon
  • lexmar482's Blog
  • vegathechosen's Blog
  • Atari 2600JS
  • Doctor Clu's Dissertations
  • schmitzi's Blog
  • BNE Jeff's Blog
  • AverageSoftware's Development Blog
  • FireBlaze's Blog
  • Atarimuseum.nl
  • Vorticon's Blog
  • TurkVanGogH GameZ's Blog
  • bow830's Blog
  • Arcade Attack - Retro Gaming Blog
  • MrRetroGamer's Blog
  • GG's Game Dev, Homebrew Review, Etc. Log
  • dazza's arcade machine games
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  1. Ages ago I followed the author of Adventure II as he developed the game and posted updates to his site. I always thought one day I'd buy a copy along with a working Atari 5200. At the time I bought a lot of homebrew, especially for the Sega Dreamcast, and Adventure II was at the top of what I was looking forward to. Unfortunately at some point reality hit me: I was never going to be happy owning an actual Atari 5200. I simply hit a point in my life where I just didn't want to store something that big, and I haven't bought a gaming system after the PS3 for this reason save for the Switch... but I digress. When I saw the new Atari console could actually play cartridges from the 7200 as well, for a moment hope welled up that maybe it could play 7200 ones... but no dice. Then the Atari 400 Mini got announced and it supports old games, but alas, not on cartridges. Which inspired me to finally make a post here and ask if the author of Adventure II would ever consider just selling the ROM.
  2. Here we can perhaps influence Ataris’ official game-production. We have seen the line-up of Recharged games, and from time to time new modern versions of older games, or new games playing on the nostalgia-factor in these old games. Since Adventure is such a classic, genre-inventing game, it could be natural for Atari-fans to want to see a quality-production of a modernized version of it, either a 20$ or 40(+)$ in scope. It may be a game many have strong feelings for. I thought it would be more interesting to ask out loud: what would Adventure-fans here like to see in new modern version of it? - rather than me just describing my own ideas… There are many here who have a stronger relationship to and knowledge of Adventure (and Adventure 2) than me. Yet, it could be one of the titles that Atari could do the most with - given its groundbreaking genre-inventing origination and also how far RPGs and adventure-games of all sorts have come since then. So, quite simply, in your own words - if Atari chose to make a new Adventure for this generation of consoles and PC’s, - what should it look like? - how should it play? - how simple or complex should it be? - how much should it add of new things? - how should it sound? - online? Multiplayer? Single-player (only)?, - which priority should Atari give it? Another Recharged, a 19.99$-game or a full 39$ game? - what would it have to have for you to buy it? - what would make you not buy it if it went that way/included that? - whatever else you come to think of…
  3. Is there any way to create files for the Adventure Module similar to these for the TOD module "Tunnels of Doom - preloaded adventures - please test" files?
  4. Hi all, some years ago I read the book "Making Games for the Atari 2600" by Steven Hugg and based of his example of text kernel I tried to create a "compiler" to write textual adventures in a sort of pseudo-basic and translate it in asm code (in max 4K) to paste into the 8bitworkshop website. Just for fun and see if i would able to do it. It worked (more or less) but I realized that 4K are not enough to create real challenging adventure. So I abandoned the project... Anyway, in the last two weeks I tried again to make a "real" adventure with some quests. It works on the 8bitworkshop site, but I would be grateful if someone can just try it on a real hardware, just for curiosity and to finally conclude the experiment. 🙂 Thanks for the help in advance! In case someone would try to play the game, The adventure name is "The traffickers' lair", this is the story: Finally, after an hard trip, you are arrived. The mine is here, on the bottom of the volcano, as you had imagined. If you are right, the traffickers hide their treasures in these tunnels... But time is against you... The traffickers could appear at any moment! On the screen you see the description of the current "room", the possible cardinal directions and the objects in the room and your inventory. With left and right you change the VERB of your command (in white, last line) and with up and down you highlight (yellow) a line of the text in the page where you see a NOUN on which you want to act. Once you have selected the VERB and the text line, you hit fire to execute the command. Verbs are: GO,EXAMINE,TAKE,USE,HIT,PUSH,PULL,DROP For example, if there is an exit ("- EAST -") and you select the verb "GO", hitting fire your command will be "GO EAST" If the room description is: YOU'RE IN A DARK ROOM and you select "EXAMINE" and the line "DARK ROOM", your action will be "EXAMINE DARK ROOM" You can select also the room objects or the inventory items. If the text exceed the first page, going down you "scroll" to the next page (going up you return to the previous one). Typically, after an action, a message appears and you can only hit fire to continue. If the game ends, you have to reset to restart the game. There are no save options 😅 I hope to have created this thread in the correct place. I apologize in advance because I'm not familiar with forums in general. I apologize also for my English, I hope to not have made too many mistakes (also in the game). Thanks to all! ttl.a26
  5. Le Rubis Sacre (by Ivan Hary) A Dungeon-style adventure developed by Ivan Hary in 1984. The Cassette Version of the game requires Extended BASIC. The original game does not include a paper instruction manual but only the one loadable from cassette in French. The TI-99 Italian User Club with the help of TMOP and the 99er Gianfranco Gunnella, helped in traslate from french to Italian and Italian to English. So now an Instructions Game Manual is included in both of the languages. In addition, the good TMOP, translated and compiled the french game also. You can play the game in French, English or Italian This is a strategic dungeon adventure game. The wizard of the cursed prison has stolen the sacred ruby that ensures balance in the world of Oz and must be recovered. (screenshots of the standard french version) Because the game also missed for the cassette cover and and no needed for a Cart Label, we also created these ones ? here you can follow the official page of the game where you can find the downloads, the play-on-line button and much more: https://www.ti99iuc.it/web/index.php?pageid=database_cerca&archivioid=1007 to download the compiled version manual downloads are at the bottom of the linked page but these are the direct links: - Multilanguage TMOP COMPILED 2022 VERSION (BIN,RPK); - Docs and CoverArts Scan Pages; Have Fun!
  6. Game I made with my children. All information in txt file. Game won 1st place at Silly Venture 2021WE. Simple text adventure game made in Atari Basic and compiled. Troll's Treasure.ATR Troll's Treasure.txt
  7. I wanted to get a thread started on Sierra and their adventure games. During the 1980s and 1990s, they dominated point-and-click/text parser adventure games. They had standalone titles like Freddy Pharkas: Frontier Pharmacist as well as franchises like King's Quest, Police Quest and Leisure Suit Larry. I loved playing these games even though the puzzles were tricky and some didn't even make sense. Any more adventure game fans?
  8. Hello All, I am trying to play the Pawn on my Atari 800XL, using SDrive Max for handling game disks. I load and play the game with no issues. However if I want to save the game on a formatted (ATR) disk image (single density using DOS 2.0.2 or DOS 2.5) it looks like the game does not like it. Any suggestion?
  9. 79 Pompeii 16kb - NTSC - One Player Finally! I always had the dream of creating an Atari 2600 game. Here it is! ? It wouldn´t be possible without AtariAge community. Thank you! Thank you all!!! I´m posting the ROM here, but you can download, learn how to play and play it online on my webpage: http://www.repolhoroxo.com/en_index.html 79 Pompeii is a game set in the ancient city of Pompeii, during the volcanic eruption of the Vesuvius, that destroyed the city in year 79. The objective is to escape before everything is destroyed. In Adventure style, the player needs to explore the places and colect important items to be able to advance. The whole place is in chaos and there are many dangers. Any mistake could be fatal. * Updates * Actually, the updates were only to fix a couple of bugs (generated after I decided to change a variable for another), to improve the Game Endings, to simplify a very difficult (almost impossible) situation, and perhaps I changed one or other variable to improve the game experience. Game didn´t change much. Probably the last update. 79Pompeii.bin
  10. Just wondering - the technology used for Adventure was simple enough that just about any 8-bit home computer or newer should be capable of emulating it. I'm wondering if anyone has done it in BASIC (maybe compiled, or with some minor ML routines, or using some BASIC expansion library, for more speed etc.) ? It would be cool to have such a code base to work with, making it easy to modify and create custom adventures...
  11. [This older blog entry was updated on 2/14/2020 and 9/30/2020]. 2001-2002 -- Alan and I begin the game and design 75% of what it will be like. Raccoon joins as the artist. 2002-2004 -- Raccoon Lad & I discuss 5200 limits, we design and create screens, and program the game. 2004 -- Infogrames "Atari" attack! Game renamed (temporarily to Quest for the Golden Chalice. Knocked the wind out of me for a while. https://atariage.com/forums/topic/59600-quest-for-the-golden-chalice/#comments 2005-2006 -- mostly me finishing and debugging the program and trying to accomplish my own vision within dwindling memory space. Jan - March 2007 -- Since I have to wait for the game to be manufactured, I do add a few things like the Dragon Trap, then test some more. May 2007 -- 5200 version of Adventure II is published by AtariAge! ... XE Port begins ... Sept and Oct 2010 - Perry Thuente (Tep392 on AA) ported the code to 8bit format, including both XEGS and Atarimax Bank-switching formats, and other mods involving OS, keyboard code. Added Bryan's AA splash screen. I now have a lot more memory to work with overall, but need to shift things around some more. 2011 - overhaul of Random Item hiding logic, creature behavior, and overhauled hiding of the 3 Bat Eggs/Dots. Distribute code and data to different banks to leverage out available total memory. Use one bank for a character set to get prettier text on title screen. 2012 - address bugs with collision and troll sprite 'remnants'. Changes to map paths, create new EXITS on hedge screens so Hedge Maze is the hub between Ice and Dark kingdoms, not the Green Castle itself like in 5200 version. Oct 2012 - first PRGE demo. 2013 - experiment with new sounds; add more wood plank bridge building (you can build bridges on both islands screens now, not just 1); Added end-game statistics. Implement one-button control scheme. (5200 version used 2 buttons). More gameplay tweaks and bug fixes. Timing seems different running on A8? New box artwork is done by David but we do not reveal it. Release first demo in AA Homebrew forum, with resulting feedback. PJT fixes PORTB problem. My homebrewing desktop computer has a problem at end of year, lost some data and felt burned out. Quit for a while. 2014 - project on hiatus. Too much real-world stuff going on such as home repair. 2015 - I got a new Lenovo i7 laptop, so I restored and reorganized my Adventure II folders and files, and started working on it again. Added content and tweaks, fixed new bugs that got introduced, continued to get frustrating trying to add new content into the original hard-coded engine! At least the Yuengling beer was satisfying. 2016 - project on hiatus again. I just can't get to it. I can't really remember why! Too busy living life I guess. There is an up-to-date PRGE demo in October. Jan and Feb 2017 - with a real "Git'R Dun" determination, I completed engine optimizations. I had too much going on in Vertical Blank , which was causing strange behavior when several large sprites were all on screen. These optimizations corrected DLI screen color errors that had been plaguing me. I programmed the Alternate Icons with distinct special abilities. Added all-new rankings and overhauled rankings determination logic. Opened up Sword collision so it will harm a dragon even if you are not carrying it (I know that is how 2600 Adventure worked, but if you play 5200 Adventure II, a dragon will glide THROUGH an uncarried sword unharmed. Not any more!) Sept and Oct 2017 - Fixed some rankings bugs. Revised Title screen so that options are selectable via joystick. Continued to add content here and there, and worked on years-old list of items. Purchased Atarimax USB programmer, to test on real hardware. Another PRGE demo October 2019, showing new Title Screen and options like Dark Mode. New artwork is revealed in a banner at PRGE show. 2018 - not much accomplished. I lose interest in things. 2019 and 2020 work: 1. After experimenting with different sounds and tunes, I decided to keep most of the original 5200 sounds, which now to me are iconic of the game. Even the dragon barks. I reduced the repetition of the main tune, and added a couple new sound cues. To save ROM space, the 5200 version sounds/music were hardcoded into small static tables which used an index to find the right piece, and compressed/decompressed into RAM to boot. Thus it was difficult to really do much modification of those. It was easier to make new sounds than to change the old ones. I moved all sound logic and sound/music data tables to their own 4k bank which I didn't even fill up! I really feel the game's overall silence is important so I didn't want to put a repetitive and looping pokey tune in there playing all the time. 2. Play testing, using Altirra and its nice debug, but also using the Atarimax USB programmer and 8 mbit cart with my XEGS and Atari 800XL consoles. I have not seen any differences of game behavior between Altirra and real hardware, other the colors / brightness of a laptop screen vs Plasma HDTV. With one exception: my Plasma would roll at the Game Win screen, I eventually fixed that by tweak to when I turned off Antic between game screen and Game Win Rankings Screen. Another thing as I opened up the Start, Select, and Option console buttons to server as Start/Quit, Revive, and Game Pause functions, respectively. This allows use of the Atari XEGS without a keyboard. My son proved helpful with QA testing. He really tries to break the game. Because of his testing, I noticed one glitch that was reported before - when square is changing screens, if you kept spamming the rotate-carried-item button, it can mess up the X coordinate and the item will be far away from you but still 'carried'. I thought this bug was an unavoidable VBI timing issue, but it is "user-caused" ! I fixed it. This was a too-common pattern of mine, blaming the Atari hardware for my own glitches! Because , you know, I'm such a good programmer n'at, how could it be happening due to MY code? 3. A new DEMO was released on 2/5/2020 to the Homebrew / Adventure II XE demo and testing thread. So far it looks like 70-80 downloads of the various different formats. Feedback comments were: (1) comments about Key colors. Green and Gold keys aren't always distinguishable; (2) and a comment showing a collision bug, Knight Helmet gets stuck. I did find a bug and fixed it to prevent getting stuck on plants, etc. when you are the Knight Helmet. This brings up a good subject - NTSC colors. I spent quite a few hours trying to prevent 'NTSC greenish hue' syndrome on my yellow/tans, and also quite a few hours experimenting with different key colors so that it was always easy to distinguish which key you were looking at. Depending on which color of background graphics a key sits, it can be near impossible to tell the Gold and Green keys apart, or sometimes even the red and blue keys have a similar purple/white hue on some screens. Making the keys darker helps to distinguish them, but then the keys are sometimes lost in the background graphics which isn't acceptable either. So, my first solution was to cycle / pulsate the key colors. But I still got negative feedback about the keys, even after adding the cycling. And then .... an epiphany around March 2020 ... ... I was so surprised that I didn't think of the obvious solution before -- have unique bitmaps for each of the 4 keys. I started by making the Gold Key have a square handle. It looked great - problem fixed. AA member TIX drew some additional Key designs, and I picked 2 for the Red and Blue keys. Of course I had to rework the code which had previously assume all keys had the same bitmap. 4. In summary, my 2020 tweaks included the new unique key images, that collision fix, a screen garbage fix at Game Win, several minor gameplay tuning tweaks, and ... one more bug fix that was rare but plagued me for the past few years: sometimes you would stab a dragon, but the dragon would not die on screen even though the kill music played. This baffled me over the years, then I would forget about it, but then in testing I would see it again. I thought surely there was a strange and unknowable Atari Hardware VBI timing bug doing something weird. However, since I had some free time waiting for AtariAge to manufacture the game, I decided that I should be able to figure this out and fix it. And, using the Altirra emulator, I did indeed finally spot the problem, which was not strange timing but was 100% bad programming by me! But the details are a story for another blog entry. This was the last coding change, in September. Fixed! In summary, I had also added new uses for 4 items for the XE version. (a) Sword now interacts with Dragons even if not being carried; (b) Chalice now grants you SPEED as long as you hold it. I think this makes the end-game less tedious and more fun, and adds the game play mechanism of keeping the found Chalice close by to re-grant yourself SPEED as you explore. Yes, you can find the Chalice before you find the sword or the Yellow/Golden Key for the Seashore castle. This was not true in the 5200 version. The Chalice will also trigger a sound cue if you carry it onto a screen hiding a Bat Egg; (c) Blue / Ice Key now interacts with the Minotaur in a certain way. (d) Red Key also has a hidden function, other than opening up its Castle gate. It isn't a necessary or even helpful function but you'll know it when you go to the right place with this key. 4. AA Store and Publishing ... Its looking like October 2020. David Exton created nice art and layouts for the manual and box designs. The manual is very distinct from the 5200 Adventure II manual with a lot more art (and in a different style). Albert had to figure out a solution to getting more A8 cart shells in 2020 - in August he shared a pic of one, a charcoal color. The picture is in the Adventure II XE demo and testing thread. This may be my last blog entry for Adventure II. I've been involved with the game since 2001! 19 years duration, although not actually 19 years-worth spent. FIN
  12. Alright. You guys like Phantasy Star? You like Adventure? You like Link to the Past? Well, I'm going to develop a game based on Adventure where you can blast into space to various planets. There will be various NPCs to talk to in various towns, and a currency system where slaying foes and opening certain chests will give you points, which you can spend on herbs to heal HP, and a sword in case yours gets stole by a bat. Just want to know: is this possible? Also, I need story ideas.
  13. I've been going through and making tweaks to a laundry list of subtle and minor things. I'm using the CONSOLE keys more than before so that you can play the game on an XEGS without needing the optional keyboard. START resets you back to Game Over / Rankings screen, SELECT Revives you to a Checkpoint, and OPTION is Pause. If you play on a computer like the 800XL etc, you can also rely on the SpaceBar for Pause, "R" for Revive. You can also Revive after getting eaten by just pressing the Fire Button on the joystick which is really the only time I ever use Revive when I play the game. Why Revive if you aren't eaten? Well, just in case you play as a bigger alt icon and get stuck in a bush , or the Troll steals your bridge and you are stuck .... the revive is a safeguard - it takes you back to the last checkpoint. Or players might use it as a shortcut back to the checkpoint screen when they are deep in a castle and don't want to manually find their way out. You have the option to do that. But you don't bring any carried items with you back to the checkpoint screen. That would be cheating!!! There have been approximately 1,000 changes made to the Atari 5200 Adventure II base code, give or take a hundred. So, the last 2 changes I made were: Bridge Building - when you drag a wood plank to either of the 2 island screens, you can build a walkable bridge. I opened up the path more so that all icons can cross over to the left-screen island area now. That wasn't possible on the 5200 unless you build the path AND used the bridge sprite. You build bridges to reach items, but you might also find a secret bat egg that way too. More Rankings tweaking - I had been noticing wrong rankings. One statistic that the game tracks is Time Played. The game gives you 10 minutes for Small mazes, 15 minutes for Mediums, and 20 minutes for Vast mazes. If you exceed those limits, the game will reduce your final ranking. But even on some games where I exceeded those limits, I was getting great rankings. WHY WHY WHY?? So, I found the problem, I was using Hexadecimal $10, $15, and $20 and not Decimal 10, 15, 20. Thus, the game was checking 16 minutes for Small mazes, 21 minutes for Mediums, and 32 minutes for Vasts! I fixed that. You can play a level for that long, especially if things just go wrong. I've played some games from 45 minutes. On the other hand, I've beaten small levels in under 4 minutes as the Square, and under 2 minutes playing as the Bat. Adventure II XE shows which statistics are considered bad by marking those with a little "x". If you quit out of the game, are eaten too much, didn't kill any dragons, excessively Revived, or took longer than the Time budget ... you'll get dinged on those categories and it affects your final ranking. All in all, the rankings are more complicated and robust than the original 5200 Adventure II , and the actual rankings are different with the exception of one which I kept. There are unique rankings for the Bat, Crab, and Knights. The game won't be published for many months because of the AtariAge store workload ... so I'll tweak a few more things in the meantime until I consider it done. That !@#$ Troll sometimes seems to BAMF! around, like X-men Nightcrawler, so I'll look into that next. And I'm still playing around with some new sounds. I have the ROM space for some new sounds and music, but I don't want to overload the game with repetitive music. The silence is golden ... and when a sound does occur, it can add suspense. (_)3
  14. So, I'm really kind of sick of Ebay, and want to cut them off {or more precisely, be willing to not care if I tick them off or violate one of there rules and get myself suspended or de-registered or whatever it is they do to bad guys}. BUT, where else can I realistically get something like an AdventureVision or some other obscure thing or system that I don't even know I must have yet? I'd like to think this site could be a place, but it sure seems hit or miss, and the wait to catch harder to find items {like a REAL Eli's Ladder perhaps } might be prohibitive. Goodwill's sight seems to be a total fail. Etsy shows minimal promise. Craiglist - doubtful. But, beyond that, I run dry. I even think I may finally be willing to sign up for Facebook if that site offers real promise as an alternative. I sure would like to hear if there is/are some place(s) that I'm missing, because I sure would like to be ready and/or willing to cut ties entirely from their platform real soon. And, I'm sure tired of playing nice in many aspects over there. Regards all.
  15. My retro nook I designed in my garage last fall. It was a fun build and I was able to do this project for about $350. I shared this photo on Reddit and Facebook in the last 7 months or so. Chances are most of you have already seen this. I'm really just new to using the AtariAge website and I'm just trying to figure stuff out. This is my first post....lol
  16. http://atariage.com/forums/blog/763/entry-15813-day-1-still-tired-from-the-move/
  17. So, the release of "Adventure at lake Santeetlah" got me thinking about various adventures for the TI-99. As far as I can remember, Azgard Software released a variety of adventures for the TI, some of which (maybe all of them?) used the classic TI-99 Adventure module. I've looked everywhere online to find digital copies of these games. Does anyone know where I can find them?
  18. Hello All, Here's some adventure games I have been working on...Hope you all enjoy! I will answer all questions and provide hints if needed here on this post. And post updates here. Adventure at lake Santeetlah LAKESAN v1.4.zip The Old Classic Adventure - Parts 1 & 2 OLDCLASS-1 v1.0.zip OLDCLASS-2 v1.0.zip Also here are the forms I made to create the adventures, I laminate 4-6 of them, then tape them together in a square to keep track of game locations. Three sizes 20, 30, 42 blocks per page. (When printing these, be sure to use the 'center on page' option) Adventure Creation Forms.zip
  19. RetroElectroDad

    Atari 2600 Jr

    From the album: RetroElectroDad Console Collection

    Atari 2600 Jr running Adventure.

    © Trevor Briscoe

  20. I'm looking for a poster of the Atari 2600 Adventure. I figure that there must be one for sale, new, someplace, but if there is one for sale, then I can't find it. Can anyone point me to a poster of Adventure that's at least 20" tall? If no poster for Adventure exists, then are there any high-quality (600dpi - 1200dpi) scans of the Adventure box available? If so, then I can make posters myself. I've made my own posters for the Odyssey 2 games Invaders from Hyperspace! and Alien Invaders-Plus! using 1200dpi box scans and they look great. Adam
  21. Hello Everyone! Today I want to talk about the Swordquest series and the sudden end of the series & contest due to the crash of '83. Five golden prizes were to be awarded to the contest winners, including The Talisman of Penultimate Truth, the Chalice of Light, the Crown of Life, the Philosopher's Stone, and the Sword of Ultimate Sorcery. These are the holy grail of the gaming industry and in the nerd world. The Talisman of Penultimate Truth was awarded to the winner of the EarthWorld contest, Steven Bell. He melted it down, but multiple reports say he did it to pay taxes, or pay for his rent. He kept the baubles and the sword as keepsakes, with the sword being stolen from him later, probably lost forever. The Chalice of Light was awarded to the winner of the FireWorld contest, Michael Rideout. Unlike Steven Bell, Rideout stated in an interview in 2005 that he still has possession of the chalice, which is kept safely in a safety deposit box in an undisclosed location. The Crown of Life was awarded to the winner of the WaterWorld contest, which took place right after the Video Game Crash of 1983. The winner is still unknown to this day, and no one knows where the Crown of Life is, even if the Crown still exists. AirWorld was never released, and the series ended without a formal or official end. The Philosopher's Stone and the Sword of Ultimate Sorcery follow the same unknown path. Some say Jack Tramiel, the man who bought Atari Inc.'s assets after the crash, acquired the prizes from Atari and displayed the sword in his living room. ( He passed on April 8th, 2012.) This claim though is unproven. Some say Franklin Mint repossessed them and melted them down and reused the metal for other items. Even though the contest ended suddenly 34 years ago, the series is one of the founding fathers of the adventure genre in video games, inspiring other games like it including the likes of Zelda, Final Fantasy, Minecraft, and Red Dead Redemption. Comic books were also included with the games, mostly used to solve the clues the game gave. They were made by DC Comics and illustrated by George Perez. T-shirts were also made that were given out to Atari Club members. members also received the final Swordquest game, WaterWorld. It was made in limited quantities and is one of the rarest games for the Atari 2600. The legacy of the series still sticks around the Atari fandom today, even with a new comic book being made, Swordquest RealWorld. The fact that the original series is still unfinished to this day bothers me, and I still hope, but doubt that the winner of the Crown of Life will step forward. I think it would be cool if the former contest would be given a formal ending, with the last two contests being played and the final two prizes being reincarnated and awarded to the winners, the former winners being reunited with the new winner, and they battle it out for the Sword of Ultimate Sorcery. with the AirWorld game being released, along with the final comic book of the series. A legendary series needs a legendary ending. Suggestions are welcome for what I should write about next. Ending Question(s): Did you ever sign up for the Swordquest contest? Which Swordquest game is your favorite? Adventure or Swordquest?
  22. I wrote to this forum a year ago asking for help rebooting Atari Adventure. My crazy idea: 2 or 3 players connecting over the internet playing Atari Adventure. First one to get the chalice back to their castle wins. Maybe it was silly, writing a video game in 2018 with 8 bit graphics, but Adventure was magical, and the readers of this forum who volunteered for beta-testing all agree. The result is SO fun to play. It’s released now, and I hope you’ll give it a try. h2hadventure.com
  23. What Advance Dungeons and Dragons style Fantasy Role Playing Games had been done on the 8-bit? I had been going around and doing research on MS-DOS based Role Playing Games. Seen a few also been ported to the Commodore 64, Apple II, Atari ST, Amiga, but is another thing that had been skipped over with the Atari 8-bit. There is something called the Gold Series by SSI for PC DOS and "Dark Heart of Uukrul" by Brøderbund. These got my attention, but I am sure there are many others. I have been researching some of this stuff for improvements for Secretum Labyrinth. Video 61 suggested an ideal of the combat screen when you come upon enemies. However Secretum Labyrinth was never intended to be turned based what so-ever. It is more Zelda and 2600 Adventure inspired. I want to keep the top down view action adventure type game. Save turned based ideal for a different turn based RPG game. There are many types, action or turned based. 3D first person, top down, isometric, point of view. Ones I am speak of here are usually turned based, when doing combat, you are usually prompt where to move, attack, use spell or item, flee. Shows hitpoints of the characters in your party, hitpoints of the enemy(s). If you kill whatever, you get rewarded some experience points, if you get enough experience points, you can go up in skill level. I know a few the played non computer Advance Dungeon and Dragons game with cards, character sheets, fancy dice, and books, know all about this stuff. Books have tables and rules, and something that computers are great at handling. Books with Data Tables = great Database application. They really like seeing these games done on the computer. I know there also been stuff done in Basic, here, and on other platforms. Some RPGs done on other 6502 based machines, so these is a chance a few can be ported to our Atari 8-bit world. I can assist IF anybody else is up to the task, I have no intentions of doing more games all myself. I have no-intention to re-sale anything done by someone else unless I get permission or work with them. That is something someone needs to discuss to me through PM and Email. Some games have copy protection in the form pictures in books or with those decoder disk shape things. Might be collectors items. Some DOS games where hacked and pirated back in the day to get around this.
  24. An email, as well as a letter with pictures of both examples have been sent to Glenn Hendricks (Mayor) and Gustav Larsson (Vice Mayor) of Sunnyvale, CA. I'm dedicated to making this happen, but I understand it'll be a process. I wanted to stop by and share this with you all. Feel free to voice your opinions. I'll be sure to keep in touch as this project develops. –Evan
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