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Circus Interstellar is invading an Atari VCS near you! Step right up and get your ticket punched for the most grotesque intergalactic ride of your life! Prepare to twist and dive your way through an intergalactic carnival dripping with dread and violence hiding around every dark corner! Inspired by stellar video games of yore such as Berzerk and Smash TV with a touch of madness from classic films like Killer Klowns from Outer Space and Alien, Circus Interstellar is a blood pumping arcade experience that's guaranteed to give you a chronic case of Coulrophobia! Engage in heart pounding activities including but not limited to: ⚡ Carefully traversing corridors lined with electrified walls (shocking!) and gory bozos! 🥧 Dodge deadly heat seeking juggling pins and high speed gut pies! 🍿 Join in a colorful buffet and become the delicious main course for man-eating popcorn! 🤡 Run for your life from the ever-hungry Jugularnaut or become fast food! 🛸 Unlock upgrades and powerups to make your inevitable death fun for the whole family! 🎪 Earn gameplay modifiers to add a twist of your own to this insane polka dotted party! 🎸 Boogie down with the clowns to a soundtrack that's outta this world! Composed by none other than Dance with the Dead! (WOW!) 💫 Join your buddies on the couch for a 4 player extravaganza and make your final performance a grand one! 🕹️ Atari's classic joystick is fully supported and the best way to enjoy the show! 🎉 And much more! The shows about to begin, are you prepared to pie? The official release date is still to be determined but rest assured Circus Interstellar will be invading your consoles soon! If you'd like to play now, Circus Interstellar is currently available on PC via Steam and itch.io, and there is a free demo on Steam! When the VCS port releases, we will be patching the PC version with the new goodies we add to the VCS! Steam: https://store.steampowered.com/app/984030/Circus_Interstellar/ Itch.io: https://ettinsoft.itch.io/circus-interstellar If you would like to join in on the development cycle, participate in our monthly Ettinjams, or just hang out, feel free to drop by our Discord group and say hello! You can also find a demo there! Discord: https://discord.gg/YZQAj2zUWt Screenshots:
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I know that the Atari 5200 advertised the Real Sports games and they were cool but I'm really surprised that, considering the analog stick + keyboard (and later, the magnificent Trak-ball) that they never converted their older arcade sports games, specifically Atari Baseball, Atari Football, and Atari Soccer since those games utilized the analog trak-ball controller and had buttons for preset plays. That seems like it would have been stupid easy to adapt to the 5200. I think the Football and Soccer versions also had 4-player versions of the cabinets? I know it would be pretty expensive to have 2 (or 4!) Trak-ball controllers for the 5200 just to play those games but the joysticks would have been good enough, probably, and the keypads would have lent themselves perfectly for the play selections. Maybe they thought the games looked too primitive and they left that style to the 2600, which had no hope of recreating the look and play of these games without loads of flickering, probably. As a Trak-ball controller fan I'm biased, obviously, but I would have loved to have had a home version of Atari Football, especially one that wouldn't have ruined my hands with those giant trak-balls, hahaaha. And the Baseball version which I've never played. They could have added basic colors to the game for the field and the team colors (with an option for classic vivid black and white). But keep the Xs and Os for the Football game!
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I made the video about a year and a half ago in honor of Atari's 50th birthday. I'll admit, it may not be 100% accurate, and it may be short, but feel free to tell me what you think.
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Hello, I'm Pazur from Zelax demoscene group and I wanted to share news about a new game that we are developing for Atari - Cosmic Hero 2. We've just released the first teaser of the game together with some information about the game and a couple of screenshots. Cosmic Hero 2 Teaser on YouTube Download the first Cosmic Hero game (2004 release) The hero who saved the Earth returns after 30 years to help the mankind again! Cosmic Hero 2 is a logic and arcade game based on mechanics similar to the well-known Sokoban and at the same time a continuation of the first Cosmic Hero from 1993. The sequel retains the basic rules of the game (collecting scattered "blobs" of liquid energy and laying out a wire to open the exit from the map), but adds many new, unique elements that provide a variety of logical and arcade challenges. During his mission, the player will visit several planets differing in graphics and music. The game is being created by the Zelax Group with the same team as 30 years ago. Pazur is the author of the game as well as its prototype programmer, graphic designer and the gameplay content creator. The Atari coding (in 6502 assembly) is done by Święty @Saint (Swiety) and the music is composed by Foster @Foster_MSX. Cosmic Hero 2 is currently in active development and is being developed using modern development tools. The prototype, which is an almost 1:1 representation of the future game, is developed using the Unity engine. The prototype also includes a map editor. Once all aspects of the project are worked out, porting the prototype to Atari will begin. The sound is created in RMT and recorded by Foster from a real POKEY. Main features of the game: larger than screen maps with horizontal and vertical scrolling, full screen gameplay area, refined, detailed graphics in carefully selected color palettes, rich sound design in the form of experimental music that makes the most of the capabilities of the small Atari sound chip, the effect of the shadow cast by objects on the ground calculated in real time, moving objects for an arcade gameplay elements, rich game mechanics allowing for complex interactions between objects, 3 types of ground surfaces affecting the gameplay, varied maps, this time with more initial ones, introducing the player to the rules of the game Greetings, Pazur/Zelax
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I am selling this joystick made by me. Laser cut and engraved wooden case. Possibility of customizations. Possibility to configure the two buttons with the same function or with separate functions where supported. The joystick is very precise and has microswitches on both the lever and the two buttons. DB9 connector obviously. They are for sale on eBay, I ship from Italy. I'll post the link for those interested: https://www.ebay.it/itm/166527055748
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I have only played a very small handful of arcade games, i kind of was born far past the prime of arcades and i only really know of the usual suspects ( Pac-man, Dig-Dug, Pong, Asteroids ect), was wondering on suggestions of forgotten or obscure games that might be good looking into.
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Amidst the depths of space, polka dotted peril awaits... Game Description In the distant future, mankind is at the brink of extinction. Set on a mission to find resources for their dying species, the voyagers encountered a strange, sadistic alien race with a clownish appearance. Will the survivors escape the gory circus? Or will they be assimilated like all the others? Trapped in a spaceship with electric walls and vengeful alien clowns, the goal is simple: Get back to your cruiser at the docking bay and escape. But these gruesome bozos have some nasty tricks hidden up their sleeves and seem to know your every move. You must outwit and slay any clown that stands in your way, but you must make haste! For as you linger, you attract the attention of the ever-hungry Jugularnaut... Lock and load, kill clowns, and run for your life! Key Features -Heart throbbing music by Dance With The Dead -7 difficulties -4 player local coop/cutup -2 game modes (Escape mode, Survival/Deathmatch mode) -6 bosses -Electric walls -E-Z-Walls (for those who find electric walls too hard or frustrating) -50+ levels -Hardcore mode (1 life) -Freeplay mode -Chock full of game modifiers to customize gameplay to your liking Check out the trailer: Circus Interstellar - Lifes a circus trailer Screenshots We just released the final version of Circus Interstellar on both Steam and Itch.io! iiRcade users can pick up the game through the Itch.io DRM free copy and upload it to their cabs using the Mystery Encoder USB enabler! Right now we are in the process of putting together a custom MAME based cabinet to show the game at our booth for this years Portland Retro Gaming Expo, so if your interested and want to play it on an actual Circus Interstellar cab, head on over to the Ettinsoft booth and get to killing some bozos! 🤡 We plan on posting pictures of the Circus Interstellar cab when we finish it, we'll probably post that over in the Arcade and Pinball forum, so keep your eyes peeled! 👀 Steam link: Circus Interstellar on Steam Itch.io link: Circus Interstellar on Itch.io
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Lately I've been enjoying the new Atari 50: The Anniversary Celebration on the Nintendo Switch (https://www.mobygames.com/game/switch/atari-50-the-anniversary-celebration). It's got a lot of amazing content including pictures, interview videos, and playable games. There are definitely some games included in this collection that weren't included in the other collections I've used in the past, such as the Atari Vault on Steam, and Atari Flashback Classics on the Switch. But the one game in particular I've gotten addicted to is the arcade Cloak & Dagger. I've known about this arcade game and the home ports that never made it to market for a while, but I don't think I've ever actually played the game until this collection. On the surface, it's a two person shooter (it was released as a conversion kit for Robotron cabints). But there is also this element of finding "secret boxes", extra lives, and avoiding explosives. There are the conveyor belts which can move you across the screen quickly, or hinder your process, depending on which direction they are moving compared to you. It's very hard, and I just can't seem to put it down.
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Hello there, I just bought this TTL-chips only arcade pcb. It looks like a pong bootleg, but unfortunately I didn't manage to identify it. There is a weird female edge connector on a side, I absolutely don't know what it could be. It was easy to identify the +5 and ground pads on the main edge connector, so I may be able to try powering it up. I don't think that a +12v is necessary, but I remember that some old pong boards have an external reset circuit... Any idea someone ? Thanks !
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Greetings all, I'm trying to get back to programming between things that keep taking up my spare time. I decided to go back to the original Atari classics and work on my game logic basics and optimizations before moving on to other projects I need to complete and want to start. Space Race was the second Atari arcade game after Pong and used the same hardware. Nolan Bushnell worked on this before having to move on and run the company. I thought I would try my hand at coding it on the 7800 using the original black and white graphics style. I decided to run this one in 320A mode and I stuck with single player. I know this game has been hacked on the 2600 using Freeway (which was inspired by Space Race) but I went back to the original game and tried to recreate it as closely as possible from scratch. The object of the game is to get all the way to the top through all the space debris without being hit. There are no lives, so the only limiting factor is time. Players are given 60 seconds to complete the trek as many times as possible. When the game is over players can then go back to the main menu and try again. It's a WIP so it's still rough, but the main functionality is in place. I want to optimize it a bit more, introduce difficulty levels, add a second player, POKEY music, better sfx, etc. I uploaded version 0.91 that has most fixes but for some reason slows down after finishing a game and going back to the main menu. Another item to fix. https://en.wikipedia.org/wiki/Space_Race_(video_game) spacerace_07.78b.a78 spacerace_07.78b.bin Original Release (0.7) JS7800: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=968804&key=8f2c0361b9ae13772b217b5551b6d898 The latest version (0.96): JS7800: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=970385&key=d1e62e0e104582f418cb20dd1b2cb0f5 *NOTE: I had a laptop crash on me and I may have lost the 7800basic source code for the last 2 versions before getting them committed to the git repository. I do have everything else, but if I can't recover the source code I may have to recode some things.
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SNK's Samurai Shodown V Perfect is now available for pre-order for the exA-Arcadia system. There's another thread on the forums here about the exA in case you're curious to learn more about that, but quick explanation is that it's the modern Neo Geo MVS. This is the first SNK release for the platform and while some outlets are using language like "releasing to Japan" with the implication that you'll only find this one in Japan, the game is available worldwide. It had better be, since I placed a pre-order for mine and it will be here by the end of the month. In case you are wondering what makes this build different from the home console release a few years ago, I'll quote myself: And here's the trailer:
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Making a new Genesis / Megadrive game. It's an arcade blaster for 1 or 2 players with a bumping soundtrack and neon visuals. It has arcade modes, VS, and endless survival. I'll use the campaign money to manufacture cartridges! Kickstarter now live! I'll do my best for you! https://www.kickstarter.com/projects/donstathemonsta/paddles-of-nuclear-gunnery-new-game-for-sega-genesis-md I'm not a good video editor, so be gentle! I promise there won't be lies in the campaign, just good old fashioned accountability and a low overall ask in order to get this game printed and shipped!
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I recently purchased a Mr.Do! Dedicated Cocktail table and found the only mechanical issue is that the sound doesn't work. After some luck picking the locks, I found the speaker wires had been cut very short with no obvious place in sight that they should be connected. My best guess is that this wasn't originally a Mr. Do! since the table has Taito printed on the sides and glass and I suspect when they switched it over, they didn't install a sound board as I don't clearly see one anywhere. This is all speculation since information on this table seems very limited online. I am hoping someone might be able to help me figure out where the speaker wires should be connected. Maybe someone has a diagram or more information than what I'm finding online. Any help to get this unit 100% functional is much appreciated!
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WIP ps the name is broken on purpose demo.cfg demo.bin
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MAME 0.243 Another month has passed, and it's time for another MAME release! MAME 0.243 has a few fairly big internal changes, and while we're working towards making MAME more future-proof, there will likely be some regressions in the short term. The most noticeable regression that we're aware of is that rhythm games using DVD media on Konami's Firebeat platform are now very unhappy with our lack of proper DVD drive emulation. If you find any other regressions, please report them – it's a lot easier to fix things when we know they're broken. Remember the unreleased arcade version of Rise of the Robots, running on the RasterSpeed platform? This month sees support added for another game on the same hardware: Football Crazy. In a clear demonstration of the benefits of MAME's modular architecture, this provides test cases yielding fixes for the CPU, serial controller and SCSI controller used in the system. Numerous games and computer systems using the same devices stand to benefit. MAME's floppy drive emulation system has had an overhaul this month. We think we've finally nailed down and fixed the issues that were causing bad data to be written by the Apple IIGS. Of course, it's still a good idea to back up your precious disk images. There are lots of nice fixes for NES/Famicom cartridge support, making a whole lot of Chinese-language games playable. The driver for the NEC PC-8801 family has had an overhaul this month, giving more expansion options and better software compatibility. Also, several more early Rockwell electronic calculators are now emulated. As always, there were plenty of bugs squashed this month, including Midway Seattle and Vegas stability issues, graphical glitches in The Karate Tournament, erratic joystick movement on the Apple IIGS, missing sounds in Looping, and quite a few incorrectly labelled DIP switches. You can read about all the exciting development activity in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »
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Announced back in November, iiRcade on Friday launched the Alpha version of this supporting 5 titles so far: Data East - Windjammers Data East - Stadium Hero 96 Toaplan - Out Zone Data East - Magical Drop III UNiCO - Dragon Master iiRcade's plan is to support online multiplayer for all retro titles that support 2 player turn based, competitive or co-op, so imagine playing games like Space Invaders (coming soon) online against someone else. So anyone on the fence about a multicade mike want to take a second look. Friday's Gamedaze session: November announcement: https://www.iircade.com/blogs/news/online-multiplayer-gameplay-coming-soon-for-all-retro-games-on-iircade
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MAME 0.241 Is it already the last Wednesday of the month again? That felt quick! Of course, that means it must be MAME 0.241 release day. This month you’ll get to play The Tower, a rather poor quality imitation of Crazy Climber running on the DECO Cassette system. There’s a brand new software list for the Tandy/Memorex VIS multimedia player. Keep in mind that this was effectively a ’286-based Windows PC with no disk cache running software from a CD-ROM drive. It shouldn’t come as a surprise that it wasn’t popular, earning the backronym “Virtually Impossible to Sell”. A three-player version of Wally wo Sagase! (based on the popular Where’s Wally? books) has also been found, dumped and emulated. As well as an assortment of newly supported NES/Famicom cartridges, you’ll have a better experience with the Zapper lightgun, improved PPU (graphics) and APU (sound) emulation, and several fixes for the related coin-operated VS. System and PlayChoice-10 systems. Newly supported systems include some electronic toys from Entex and Mattel, and a couple more Fidelity chess computers. If you’re interested in scripting MAME, the Lua interface now exposes address space taps for intercepting emulated memory accesses, as well as debugger expressions, and a simpler way to discover general input types. Of course, there’s lots more to explore. You can read all about newly dumped arcade bootlegs, prototype console games, bug fixes, and everything else in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »
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Hello there, I'm sometimes working on vintage arcade pcb games, so I have to build specific harnesses to fit my jamma hardware (a supergun). But I have a very weird issue with some games : the edge connector seems to be NOT at a standard pitch of 3.96 mm. On 2x18 or 2x22 edges connector, even if the pitch is different, it 'fit' enough, but I have this 2x28 pins game (NOT jamma) and as you can see, the small difference makes the connector completely unusable. I didn't have shorts between the pads, but the contact section is quite diminished. As it's the power pins, it may causes problems. So to sum up, I do have some games with a perfect 3.96 mm pitch, some others seems slightly bigger (maybe 4 mm... I'll make accurate measurements) but a 'standard' female connector works, but on this particular 2x28 pins game, a standard female jamma connector doesn't fit. I tried to make researches, I didn't manage to find information on other standard pitch values... Thanks !
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There's a Kickstarter for a 2-part documentary about Toaplan, known for their 1980s and 1990s arcade shoot 'em ups, currently live. What hey plan to do is to cover the company's origins, 1980s and 1990s titles, as well as their closure and the legacy they left behind. It'll also features interviews with former Toaplan members talking about every game they released. I thought it was really cool see this and wanted to share this here: (P.S.: Something that I also found out was that Mark Bussler [a.k.a. Classic Game Room] will be the narrator in the English version):
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I was in Orlando for most of last week at IAAPA 2021, where I got to spend a bit of time with the latest titles coming to the market courtesy of the arcade industry. Contrary to various media reports, the death of the arcade has been greatly...well, lied about, as there are still many arcades out there who need new games. I posted one detailed report here if anyone is interested, which includes pics of the new Ice Cold Beer reproduction cabinet that is launching next year. I've got a lot more to talk about from the show, but I'm focusing on editing together videos that I shot there and will then post about it on the blog. For some vids that you may or may not be interested in: Anyone a fan of Cotton? Arcades getting an exclusive version of the new game: Interesting new idea for arcade basketball. Took a page from the Connect 4 Hoops game that is out there, but throws zombies into it Yes, there is a Mission: Impossible Arcade game You can't have an arcade tradeshow without a new racing game:
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Hello, I have undertaken a modern update of Super Zaxxon which you can play online (no installation needed) here: https://geoarcmap.alwaysdata.net/SUPER_ZAXXON The game code is 99% finished. But there is only one level at the moment. I will soon need some people to help me: - Design 5 or 6 levels (even more if the collaborative experience goes well) - Suggest improvements - Report bugs - Add features or ennemy types not originally presents in the original game if a consensus is reached among fans. - With anything else I didnt think of. When the games is finished (Unity), the game code will be released in full and you will be able to do your own versions of Super Zaxxon. It might be a little too soon to register yourself as interested people to help me on the project (I have to work on the Facebook integration aesthetics for a few days) but the time will come before the end of the year that's for sure. Thank you for your consideration. Notes: * Concerning Facebook: the SDK have difficulty agreeing with itself when attempting to log in in full screen, so for the moment it is advised to login first, switch to full screen after. * You can play with a game pad * You can play with the keyboard (arrows + left ctrl to fire) * You can play without loging in but the game wont be able to save your score since it have no name to associate to that score.