Search the Community
Showing results for tags 'Adventure'.
-
From the album: RetroElectroDad Console Collection
Atari 2600 Jr running Adventure.© Trevor Briscoe
-
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
-
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?
-
- Swordquest
- Swordquest EarthWorld
- (and 8 more)
-
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
-
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
- 8 replies
-
- 6
-
- Sunnyvale
- Atari 2600
-
(and 3 more)
Tagged with:
-
Looking to purchase Adventure for the 2600 complete in box. Really, all I need is the box itself, as I already have a fine copy of the game and manual, but I'd love the original box to make it a "complete in box" set. The plastic replacement case that I have just doesn't do it for me. But I get that people that have the CIB set are most likely going to sell it complete, which is fine. If you've got one you're looking to sell, hit me up. Thanks!
- 8 replies
-
- Adventure
- Atari 2600
-
(and 1 more)
Tagged with:
-
I programed the adventure of atari using Qbasic this version works on windows. Not a copy of the original, but is based in him. I left the source code available to anyone to analyze and also simple code if someone wants make other phases. I hope you like it. Youtube: https://www.youtube.com/watch?v=K8-V33ib35A Download: https://mega.nz/#F!So4l0JaL!rpwQ-JK887H8Y18KHjJc0w compiled with: http://www.qb64.net/ Adventure V3.6.0.6.bas Minimum of instruction.bas Minimum of rooms.bas Adventure V3.6.0.6.zip
-
. Hi Ho, found some nice pics, somehow fitting very nice into my imaginations, my fantasy, in the 80´s, while playing all night long Hope you like it, and you´re not getting frightend xXx RMSAAED UUUUuuuuuuuuuuuaaaaaaahhhhh So please come in !! all credits for this great pics up to here go to my buddy Nic from "Die verlassenen Orte" (The Forsaken Places) thx a lot.
-
For those unaware, Warren Robinett has been beavering away on a book about his masterpiece for the Atari 2600, the game simply titled Adventure. According to his website the e-book should be released this year. Last September I sent him an e-mail to have my name placed on the mailing list for the eventual announcement of the book's completion, and I couldn't resist adding some "fan mail" stuff to the message. Mr. Robinett was kind enough to send me a reply, some of which I will now share as I (and hopefully many other Adventure fans) eagerly await his first-hand account of the genesis of one of the most popular video games ever made. I hope these excerpts will serve as a sort of preview of the book (or perhaps a mini-interview). I gather he is putting the book together on the side as he stays busy with professional engineering work, so patience with the process has been my way of looking at it. ************************ EBM: "Dear Mr. Robinett, I anxiously await your e-book The Annotated Adventure. I like your idea of having the C and assembly versions run parallel on the pages, for comparison's sake. Most important to me is your commentary: I have enjoyed your various writings and lectures concerning the game and I'm eager to learn more. One of my favorite aspects of the game is the translational symmetry of two rooms in the grey dungeon (including the dot room), contrasted with the reflectional symmetry of the majority of rooms in the kingdom. An interesting choice... I wonder if there was a reason behind it. I also enjoy exploring the way the rooms align for all the non-player objects as they travel unhindered by walls. It is fun to discover how these paths devolve into loops, and to map these paths using different methods: graphical, symbolic, numerical, etc. Starting in any given room, and determining which rooms lie along a path of travel in one compass direction, reveals many interesting aspects of the kingdom's layout. As of course you are aware of, some paths of travel are revealed to go from screen to screen in a "circular" pattern i.e. 01-02-03-01-02-03, whereas other paths follow an initially linear pattern that falls into a subordinate "circular" pattern i.e. 01-02-03-04-05-03-04-05. Some paths are lengthy, while others (originating in the gold castle room and the number room [game select screen]) are abbreviated greatly. What I am most eager to learn from you and your e-book is how you made decisions regarding the manner in which the rooms communicate in an architectural sense (ignoring the walls, of course). Some of the reasoning seems easy for me to suss out, but some of it eludes me. Limiting access to the castle rooms is sensible for gameplay reasons. The horizontal loop of the main hallway directly south of the gold castle seems intuitive. Many areas of the kingdom constitute somewhat self-contained realms like this, lending a sense of place to a potentially bewildering layout. But there are some long routes, like moving south from the black castle through the blue labyrinth which ultimately results in a small "circular" route that doesn't revisit most of the screens that preceded it. Was every path like these strategically planned, or are there any "accidental" results that follow from other layout decisions in a natural way?" WR: "One thing I can tell you is that you have analyzed this topic more deeply than I did when making the game. I did make the castle gates the only way in and out of the castle interior regions. And I did try to make regions like the Blue Maze mostly link to themselves (but there had to be at least 2 exits from the Blue Maze, since it stood between the Yellow Castle and the Black Castle). Beyond that, every room had to have 4 links that went somewhere, because a Dragon or the Bat was going to sooner or later cross every edge of every room. If there was an apparent problem, I fixed it. But beyond the foregoing stuff, the precise topology of the game world just sort of evolved, as I added new regions during development. Regarding the 2 rooms that did not have reflectional symmetry in the Catacombs (dark maze) inside the Black Castle, I had an attribute bit in my room-list data structure that controlled which Playfield symmetry was used. I had never used anything but reflectional symmetry up to the point I added this attribute bit to the data structure. I didn't really need the one you call "translational symmetry". But the Atari VCS platform didn't give you much to work with. I was trying everything I could think of to make the game more interesting. It was really quite pitifully boring in its earliest stages. So I added the alternate symmetry in a dark maze so that it would not be instantly obvious that I had the broken the symmetry — it would slowly dawn on the player that those two rooms were different. So my reason was not all that deep. I was just grabbing some low-hanging fruit to add just another little piece of variety to the game." ************************ I believe the forthcoming book has been discussed elsewhere in the forums, but I am writing this to remind everyone about the book and to encourage those who are interested to sign up to Mr. Robinett's mailing list and confirm interest in the project. As I said, it's not like it can be rushed (nor would I want it to be) but making it known that interest is there will no doubt help the work see the light of day in good time.
-
Warren Robinett when he was making Atari Adventure wanted to make it 2 player. He had this crazy idea of connecting two 2600's using a cable that plugs into the 2P joystick port, but it never came to be. So, I have revived that dream - not as an Atari hack, though. Atari Adventure's been ported to C++ and runs on Macs and PCs, but it's now an internet-based, head-to-head version. See the cool (and hilarious) promo video here. It should be ready by Fall, but if people want to try it earlier I am looking for beta-testers. Find out more at http://h2hadventure.ddns.net.
-
In mid August last year I decided to teach myself Atari 2600 programming for the fun of it. This February, I'm proud to introduce my first hack: Adventure Kingdoms is a functional and graphical hack of Warren Robinett's game, Adventure. Some new features of AK include a new and larger player world, sprite upgrades, five new items, a new dragon, a new objective, a role selection screen, background colors, dragon reflection, a new secret challenge, a new game+ feature, and various under-the-hood improvements. Many of these new features replace features in the original game such as level select, difficulty select, black and white support, and missile walls. I learned a great deal in the creation of this hack. My first month's work was done entirely in a hex editor because I didn't realize there was an assembler for Atari 2600 games. Most of the hack was programmed and tested without the aid of debugger, which I discovered in my emulator in January. I taught myself about opcodes, addressing modes, reserved RAM variables, the TIA, and all the little idiosyncrasies involved with them. I learned many things the hard way: Don't squeeze in too many subroutines per drawing frame of the screen will shake; Don't define graphics over a page break or they will distort; Don't define state-keeping variables anywhere near $FF or the stack will overwrite them; most importantly I learned how precious my RAM, ROM, and cycles were, how to juggle them, and when to sacrifice one for the other when resources grew scarce. I would have never been able to complete this without all the hard work that others had already put into the resources I used, so I'd like to give thanks where it is due. Special thanks to: Warren Robinett, for creating the original Adventure Joel D. Park, for providing a thoroughly commented copy of the source online. John Picken, whose opcode directory taught me the 650(7) opcodes, their lengths, and cycles. Mark Andrews, whose online book taught me what addressing modes were and when to use each. Steve Wright, whose guide taught me the functions of the reserved RAM variables Andrew Davie, whose tutorial sections on the TIA helped me resolve many cycling issues Steve A. and the Stella Team for their awesome emulator and debugger Matthew Dillon and all other contributors and maintainers for the DASM assembler Everybody responsible for the success of the Atari 2600 home video game console Everybody on the atariage forums who plays my hack. Please leave feedback! The bin and manual files are attached below. Cheers! ADVENTURE KINGDOMS.BIN
-
Recently i bought a bundle of 8 pal 2600 games to kickstart my collection, in the bundle was a cartridge of adventure, i have tried looking it up online and cant find any record of a cart that looks like this, there is none on ebay currently apart from 1 that is slightly different, my cart has a little p on the end label and i can find one like this online, i was just wondering how much this would be worth if anybody could help me, i have pictures but i am new to the forum and i am writing this on mobile so i cant figire out how to post them but when i figure it out i will. ( i looked on tge rarity logs for this website but i couldnt find it on there )
-
Hi Guys Just thought I would share a friendly link to a nice interview with the Atari / Adventure legend Warren Robinett: http://www.arcadeattack.co.uk/warren-robinett/ Please enjoy. Adrian
- 3 replies
-
- 1
-
- adventure
- atari 2600
-
(and 2 more)
Tagged with:
-
Hello! I'm here to post about a potential game idea. A port of the classic "Adventure" game from Atari 2600. Called "Adventure Portable". I noticed there was no ports of this game for GBA, so this is why I post the idea. A MOCKUP potential Title Screen and Skill Select Screen I made: Using the font style of the Sears Tele-Games label (http://atariage.com/cart_page.php?SoftwareLabelID=966). "Start Game" would bring you to a menu-type skill select screen (mockup seen above). "Read Manual" would bring you to a text-only version of how to play the game. "Credits" would bring you to the Copyright stuff. I don't know anything about programming on GBA(I do know HTML) or developing but I know some graphic design stuff, as you saw in the title screen mockup. I also don't know if there is an easy way to convert an Atari ROM into a GBA game, but I remember someone posted about a tool for it a long time ago. Can't seem to find it. Thanks for reading!
- 3 replies
-
- atari adventure
- adventure
-
(and 3 more)
Tagged with:
-
I tried searching around to see if these were already posted, but didn't find anything, so please excuse me if everyone has already seen these.... but 2 "classic game post mortem" talks were given at this year's Game Developers Conference, with the creators of Adventure and Yars Revenge giving 1 hour talks each about the development of their respective games. usually these talks require a membership to view, but both of these have been made freely available! very interesting talks! Classic Game Post-Mortem: Adventure (Warren Robinett) http://www.gdcvault.com/play/1021860/Classic-Game-Postmortem Classic Game Post-Mortem: Yars Revenge (Howard Scott Warshaw) http://www.gdcvault.com/play/1021865/Classic-Game-Postmortem-Yars
-
So I was listening to Warren Robinette's talk on Adventure, and he mentioned that an Adam Clayton was the first person to have written into Atari about discovering the secret room. See here for more info..... Adam was apparently 15 years old and living in Salt Lake City. Could this be the same Adam Clayton of Sculptured Software (based in Salt Lake City) that programmed Dark Chambers for the 2600? Anyone know more about this? I've developed a real appreciation for his work on Dark Chambers.
- 16 replies
-
- 2
-
- Adam Clayton
- Dark Chambers
-
(and 2 more)
Tagged with:
-
I've recently jumped back into the TI and in a whirlwind to explore new and fun game offerings on the TI, I've learned that I really suck at arcade games But turned based games like Tunnels of Doom, and Scott Adam's adventures are totally my speed. Chris of http://shift838.wix.com/shift838 & the SHIFT838 Newsletter provides a couple free games for the Adventure module. So I gave them a spin. Chris announced them in his Newsletters The Locked Room : can be found in Volumne 1 Issue 2. The Stafford Predicament : can be found in Volume 1 Issue 6. The adventures are available for download on his website at: http://shift838.wix.com/shift838#!ti-994a-software/cuog - The Locked Room - The first one, The Locked Room, was quite entertaining. It was a nice short warm up adventure to get used to the model of interactive with the world in simple <verb> <nown> command syntax. When I realized the mechanics of the riddle, my brain was truly tickled. - The Stafford Predicament - This second one is considerably more involved. You are thrust into the middle of a crisis and must use your TI skills to disarm the situation and escape with your life. This is a pretty on topic adventure for me. I've just spent the last couple months beginning to rebuild my TI skills. I've been on a quest for parts in real life, and that very well may have hooked me. ( Not to mention my own compulsive need to solve things. ) In this predicament, you get to run around a TI facility, encounter some retro pop culture loosely related to the TI, and save yourself if you are up to it! There are a few misdirects, to keep you on your toes. You have to explore everything. This adventure has a nice balance between difficult puzzles, and straight forward progress. I found the adventure flowed quite well. I was able to solve the main story line after a few questions to Chris, where his advice grossly paraphrased as to not give anything away, was to keep trying what you haven't tried, and stop trying what you already know doesn't work. Even after finishing the main path through the game, I know there are a few areas I haven't explored. Chris hints that there is an Easter Egg hidden in the game, and that nobody who has played has found it yet! So if you are looking to take a break this weekend from soldering up some cart boards, and want something more cerebral than Munchman ( don't hit me ), then you should give this a whirl! It is pretty great that there has been new content built for Adventure. -M@
-
Hello dear Atari fellaz, today I decided to uncover one of my dead projects called The Bitchy Witchy. It supposed to be point and click adventure like you have never seen (and never will) on our 8-bit Atari, but this project was too huge and it required too much time spend on coding that I had to abandon it. There were couple of great pieces of code but yet still it required some generic engine that could run the game and it was (is) beyond my knowledge (just kidding - it is not)... let's say it is against common sense to spend so many hours coding game for our beloved yet barely living platform. (I know I already broke this "rule" when RR was on fire and after it got released I said I will never spend that much time on coding Atari game ever - and it was in 2012 so I became much more experienced in coding than back in 2007). So, most of work was done in 2007 and there were also some additional tries to upraise the living dead in 2008, but without success, it was also time when I was finishing my diploma project and my student times went over. All the beautiful pictures were painted by Vladimir Vostenak a.k.a. kozyca a.k.a. wow... using g2f editor. Later I co-worked with Vladimir on Summertime demo and Citoplazma demo. Here you can see the game introduction where Vladimir also took care of music: The Bitchy Witchy intro.xex As you can see, it was AAA quality stuff , English was a bit weak, but not as much as the zero wing. As I am browsing trough the pictures and old emails I'm feeling so much nostalgia, I'm really sad we could not make this project alive, because there were so so many screens and assets prepared... and they were excellent!
- 13 replies
-
- 8
-
- game
- point&click
-
(and 1 more)
Tagged with:
-
From the album: Spawnshop's Atari 2600 Collection
-
(Also posted on 99er.net) I have recently resurrected my TI99/4a after some 30 years, and have now added a new PEB plus disk drive a 32k Mem. I have started copying my old Basic and XBasic programs to disk but I also have a few adventure tapes which work with the adventure module. Does anyone know a way of copying these onto disk to save the laborious (and unreliable) process of loading via tape recorder. I have Xbasic and should soon have the new XB2.7 module, so could utilise assembler if necessary. Surely someone has already done this ?? Thanks from the UK - are there many TIers still in the UK?
-
Breakout Adventure is a one or two player game featuring the Ball as player 1 and the Atari Logo as player 2 (or the CPU). Objective: What else? Get all of the bricks! Strategy: Player2 can go offscreen or try to stay with player1 - the camera only follows player 1. Game or Demo: Both - you can leave the game playing and watch it demo. Plan to add some things: Get enough bricks or clear the world - loads new breakout worlds and board colors Maybe load a new animation phrase for the center of the board. Thoughts and ideas on this game are welcome Breakout Adventure is written in Virtual World BASIC, here is the ROM and BASIC listing. BreakoutAdventure.bin BreakoutAdventure.txt
-
Hi all, I have been online reading up about Atari 2600 cheating in emulation. More often than not, a Google search on the topic tends to bring up Bob Colbert's Cheetah. Primarily I'm looking to cheat in Adventure (mainly I would like to be able to walk through walls). Can anyone tell me whether it is possible to cheat in 2600.emu? If it's not possible to cheat in 2600.emu - should I be looking for a "hacked" Adventure ROM that has a "walk through walls" cheat already written into it? Any help/guidance/suggestions will be appreciated. Thanks! Matt P
-
- Cheetah
- Bob Colbert
-
(and 3 more)
Tagged with:
-
One of adventure gaming’s most stunning masterpieces re-imagined in HD with new puzzles and locations, yet keeping that classic Jane Jensen story. TheBigJB reviews the game from a ex-Sierra employees perspective. Have you played any of the Gabriel Knight games before?
- 4 replies
-
- 4
-
- Sierra
- Gabriel Knight
-
(and 3 more)
Tagged with:
-
Embarrassingly I am admitting I never 'really' gave this game a thorough try. Sure, I constantly tried it, basically walking around exploring areas trying to figure out what to do, but nothing even worthy of 'the old college try'. I did the same thing with Raiders of the Lost Ark back in '82-83 (But actually gave it 'the old college try'). If I recall correctly I just threw the manual out with the box and tried to figure out on my own what to do. It would not be until I spoke with a friend YEARS later in the later 80's that I would finally understand exactly what needed to be done. You thought I would learn....NOPE. 15 years later and finally obtaining a brand new box copy of Midnight Mutants (For 40 cents, thanks O'Shea's), I took the same "Raiders" approach. Can't believe what I have been missing. First thing to do - and actually do it constantly in the game, much like my favorite NES game Rygar, or the infamous Zelda, LISTEN TO THE OLD MAN. For Midnight Mutants it means regularly hitting the right button. He directs you excellently. ***SPOILERS - Do not read this part if you do not want hints/early part walkthrough*** -Obtained the knife from the house to be able to kill things. -Opened church door with knife and obtained the cross to ward off bats. -Obtained the ax from the south woods inside the cabin by the well of health restoration -Entered barn area through bush which casts no shadow -Fought huge Ram head boss and loss - Came so close to defeating it though - (1 health head left). ***SPOILERS OVER*** Thoughts: -Off the bat, cannot believe there have been no hacks for this game. Wishing this game received the love Atari 2600 Adventure has seen. -Bats are too many, too often, too annoying. The first thing I would love to see with this game is the reduction on most screens they appear, if not wiped from many sections entirely. They have to be the most unnecessary frustration in the game that for the most part provides no real challenge (Especially with the cross in hand) and just turn people off from playing the game, IMHO. I am actually really impressed though. I never knew how good or relatively diverse the game was and yet well directed if you LISTEN TO GRANDPA. Previously without grandpa, I found myself wandering through many boards filled with bats, just losing health without real understanding of what to do or where to go. I may have to read that manual though, one day.