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Blogs

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  • keilbaca's Blog
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  • Old School Gamer Review
  • The Mario Blog
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  • Blogpocalypse
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  • creeping insanity
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  • Syntax Terror Games
  • NCN's Blog
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  • Robert @ AtariAge
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  • That's what she said.
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  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
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  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
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  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
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  • Bri's House
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  • The P3 Studio
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  • POKEY experiments
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  • Brain droppings...
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  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • DJT's High Score Blog [Test]
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  • Partyhaus
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • 8BitBites.com
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting 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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  • 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
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  • ianoid's Blog
  • HLO projects
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  • matosimi's Blog
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  • Make Atari 2600 games w/o programming!
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  • Gernots A500 game reviews
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  • Zsuttle's gaming adventures
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  1. GATECRASHER mellowmix is a relaxed version of GATECRASHER featuring an ambient synth soundtrack that blends with the gameplay and a motivational scoring system. GATECRASHER_MELLOWMIX.bin Gameplay: You know what to do! Goal: Make it through all 96 gates to beat the game and unlock the extended ending demo scene! All Atari 2600 consoles are supported with a few remaining quirks in emulation: The Stella emu breaks the splash screen animation but renders the opening scene well otherwise. On the Retron77 console you will periodically need to double click the aspect ratio button whenever the screen falls apart to resynch the display. Javatari has some timing issues but is playable. Classic Atari consoles work perfectly and Atari's Flashback Portable console renders GATECRASHER mellowmix well. Use a real Atari for the best experience! UPDATE: Added an in-game score: GATECRASHER_MELLOWMIX_AFP_R4.binGATECRASHER_MELLOWMIX_SuperCharger_R4.binGATECRASHER_MELLOWMIX_SuperCharger_R4.wav
  2. Hello everyone, and welcome to my 2600 Reviews blog! On here I will review through my current collection of 2600 cartridges and when my collection continues to extend. I will also gladly take requests for games to review, if I have the game in my collection. Let's get this started! Combat was released on the same day as the Atari 2600 on September 11th, 1977. It would be the pack in game for the 2600 from 1977 to 1982, the golden years of the console. Combat was included with the console, along with an AC adapter, TV box to plug the system into your television, two joysticks, and a pair of paddle controllers. Eight addtional games were available at launch, but sold separately. Combat boasted of having 27 games in one cartridge, but they were variants of the Tank, Biplane, and Jet game modes. The main objective in all game modes is to shoot the other player more times than the other player can shoot you before the time runs out. (The game was two player only.) The first and most iconic mode is the Tanks. Using the Game Mode switch, you can switch between straight missiles, guided missiles, Tank Pong, in which the missiles you fire are deflected off the walls, and Invisible Tanks, in which your tank is only seen if you fire a missile. The second mode is the Biplanes. This time there are no walls, you only come out on the side parallel to the side you exited the screen on. This time, you can decide between straight missiles, guided missiles, and machine guns. You also have the option of a one on one, two on two tandem, or a three Biplane tandem against one giant Bomber that equals the size of the three Biplane tandem. Instead of the maze with the Tanks, you had the option for two clouds you can fly behind to hide yourself from your oppenent. The third and final mode are the Jets. This mode is very identical to the Biplanes, with the same map being used as the Biplanes. You could decide between straight missiles or guided missiles, the same map options as the Biplanes mode, and the option of a one on one, two on two, and a three on three dogfight. Opinion: I really love the Tanks and Biplane game modes. Tank Pong and Invisible Tanks are the most entertaining along with the Bomber vs. Three Biplanes. Only if your the three Biplanes. (LOL!) Only complaints I have is there is no single player mode, as this game is two player only. The Bomber is one large target and only fires one giant straight missile while the three Biplanes each fire their own missile, which you almost can't avoid as a bomber. (Bullshit and Unfair!!! But fun if you are the Biplanes.) The Jet mode is almost an exact clone as the Biplanes mode excluding the Bomber matchup, and is pretty boring. Overall Grade: B- Final Thoughts: Combat was a solid launch title and helped get the system off the ground, along with getting consumers to buy the other games. This game is lacking a single player mode, leading the game to be super boring without a second player. But, with the second player this game is fun and entertaining with the Tanks and Biplanes, but boring with the Jets. This game reminds me of Tank Trouble, without the powerups. The Tank battles and different game modes, along with the dogfights with the Biplanes are also fun and oddly intense, with you trying to avoid your potentially competitive friend or family member. Overall this is a fun and intense game for two players, but very boring for the single player. Tell me the next game you want to see in the comments below, and I will also gladly take other's opinions on the game I reviewed. Happy gaming!
  3. I just stumbled across these exclusive games found in the Atari Flashback 2 while I was surfing the web. I do believe these roms aren't available for download anywhere on AtariAge. The games I found were Adventure 2, Arcade Pong, Asteroids Deluxe, Lunar Lander, Space Duel, and Yars' Return. NOTE: I REALLY had to search for some of these! Adventure 2.bin Arcade Pong.bin Asteroids Deluxe.bin Lunar Lander.bin Space Duel.bin Yars' Return.bin
  4. There have been lots of people who have made efforts to make the definitive version of Pac-Man on the Atari 2600. Vote which one you like the most! NOTE: This is only counting regular Pac-Man. This isn't counting Ms. Pac-Man or Jr. Pac-Man. For my vote, I chose Hack 'Em by Nukey Shay. I think it's easily the best version on the 2600. It accurately recreates the "turbo" function found on the arcade game. It also includes Hangly-Man (An arcade clone/bootleg) and Pac-Man Plus. Awesome!
  5. From the album: My Collection

    This game is impossible to photograph properly
  6. From the album: My Collection

  7. This is very early version of my first Atari 2600 game. It is is intended be more feature filled than the Blackjack game released by Atari. My goals are accurate casino play, higher quality graphics, and supporting a true multi-deck shoe without dealing duplicate cards. Why am I making this game? I like Blackjack, and I don't like the official Atari version. The Atari 2600 is the reason I became a programmer, so I'm somewhat fond of the 2600 and 6502 programming. I made an attempt in 2008 with a different game concept, but I didn't have the time to work on it. I had accepted a new job that kept me extremely busy. The joystick controls are simple: Press down to HIT. Press up to STAY. Press fire to begin a new game. Why Theta VIII? You're an unfortunate guest of the Hotel Royale on the planet Theta VIII. Roadmap This is a work in progress, so the features are very limited. The controls will evolve as features are added. The core game play appears to be working, but it's not well tested. The status bar at the bottom displays the player's score, dealer's score, and the current game state. Those will be removed in future revisions, but the status bar will show message prompts, chip totals, and win/loss status. I'm posting on my blog to stay off the forums for now. This version is way too early for game reviews. It's bare bones. I have to return to my other work for a while, so my rate of progress will slow down for a while. I hope I can have it complete after about a year. I have plans to add many more features and user interface touches. Here's a short list in order of descending priority (although they're all important): accurate casino game play with betting, double down, splitting (only 1 split planned), surrender, insurance, etc no duplication of cards (cards are unique by deck, rank, and suit) betting mechanics and player's chip management sound effects a 2nd player: paging left and right will switch between players. I gave up my original plan to show 3 hands on a single screen. It won't be practical. support for 1 deck with 75% penetration and up to 4 decks with less penetration improving UI feedback: getting rid of the ugly Hit/Stay/Win/Lose graphics; using the bottom status bar instead lots of game options and variations (such as dealer hits on soft 17, early or late surrender, color scheme, number of decks, etc) sprite animations more graphic touches Accurate game play is my number one priority. My goal is for card counting to actually work with a single player, 1 or 2 deck game, which requires that no duplicate cards can be dealt, random numbers must be unbiased, and the deck is dealt to a realistic depth of penetration (between 50% to 75%). Technical Details I've attached the binary and some screenshots, but not the source. I'll attach the source after I've rewritten a few messy subroutines. I'm somewhat inexperienced with 6502 assembly, so there's lots of room for optimizing the code (and data). Let me know if you find any bugs or inconsistent scan line counts. I'm rendering at 262 lines. When I release the source, I hope to get some tips on better assembly programming. Until then I just really like solving problems on my own. The only problem I've been unable to solve so far is I couldn't get the joystick latches to work. I had to write my own latch logic, but I'd prefer to use the hardware latches to free up some space. You're probably wondering how I'm storing 4 decks in 128 bytes. Well, I'm not. I'm storing the cards in play (meaning they're dealt to an active hand) in a packed format. I'm currently using this format: ; Card: Single packed; deck suit rank; Bits: 7 6 5 4 3 2 1 0;; Rank: 0-13 = ranks Ace through King; 14-15 = unused The discard pile is a different situation from the active cards in play. I'm currently not storing discards. Cards shifted off screen are summed into a total, which doesn't work for preventing duplicates. A combination of strategies is what's going to work. The discard pile doesn't require knowing who has which card. It only needs to know which card is available to deal, so I could use a bitmap. Four decks contains 208 cards. If one card is one bit, then the entire 4-deck shoe can be stored in an array of 26 bytes. ; Cards 0 to 8 : 7 6 5 4 3 2 1 0; Cards 9 to 16 : 7 6 5 4 3 2 1 0; Cards 17 to 24 : 7 6 5 4 3 2 1 0; Cards 25 to 32 : 7 6 5 4 3 2 1 0; Cards 33 to 40 : 7 6 5 4 3 2 1 0; ... The average hand consumes about 4 to 6 cards, so the RAM usage is low for the average case. The trouble is dealing with worst case scenarios, which could deal 20 or more cards to a single player given multiple decks and splitting hands. The worst case contains all the lowest valued cards for both the player's and dealer's hands. I have to balance the worst case scenario of active cards in play with the format for the discard pile. If I don't go with the bitmap, then I'll have to settle for implementing a circular buffer for storing the discards. It will truncate the card history, but would only affect a very small percentage of hands. I currently have about 45 bytes of RAM free. I'm wasteful with RAM, so I have some easy optimizations to make for freeing up space. This version represents the culmination of about 1 month's work so far. I spent a week rewriting code that wasn't going to work, and then spent another 2 weeks goofing around with writing my own horizontal and vertical positioning algorithms. In the end I just ended up just using the divide by 15 method. Heh. Heh. SkipDraw is not used, because the vertical positioning in this game is trivial. Nothing moves and everything is divided into fixed size rows. Hardware Testing The game is completely untested on hardware, because I don't have a Harmony cart. I'll get one sooner or later.
  8. From the album: My Collection

    A high quality scan of the back of he manual. I'm only including this because Atariage doesn't have the scans for this game.
  9. From the album: My Collection

    A high quality scan of the front of the manual. I'm only including this because Atariage doesn't have the scans for this game.
  10. From the album: My Collection

    A high quality scan of the back of the box. I'm only including this because Atariage doesn't have the scans for this game.
  11. From the album: My Collection

    A high quality scan of the front of the box. I'm only including this because Atariage doesn't have the scans for this game.
  12. From the album: My Collection

    The best of the worst.
  13. 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?
  14. Hello Everyone! This is my first blog post ever here on AtariAge, and I'm excited to be on here! Let me introduce myself. My name is Chase, and I am a seventeen year from Ohio. I have been playing and collecting Atari 2600 games for 3 years now and I have never felt more passionate and happy playing simple games compared to the high resolution, highly complicated games of today. The 2600 seems to pull me in with simplicity and the appeal of playing games that have shaped the game industry into how it is today. I have used my Atari 2600 (a four switch Woody) more than my Ps4, and I actually love my Atari more than my PlayStation. I want to start up a YouTube channel reviewing games and potentially talk to the people who programmed them. I hope to have a fun time on here and I can't wait to share my passion with others and hear stories from others who grew up with the console I love. I will mostly will be talking about the 2600 on this blog, mostly about games. Which ones I love, which ones I think are ok, and which ones I don't really like. I might also dabble in the 5200, 7800 and the Lynx and Jaguar. And one question to end this blog: Which Atari 2600 launch title is your favorite? Mine is Indy 500, followed by Surround.
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