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Found 610 results

  1. Still running down my laundry list of more minor tweaks. The past few things I've done are: - WSYNC screen color changes tweaking. I can't believe it, but on several screens I had the WSYNC on the DLI *after* the actual color register change, not *before*. Thus in the 5200 version there are a few screens where you can see a color change mid-scanline. I tested 5200 AdvII on a 27" CRT so it probably didn't concern me , or I didn't notice it back in 2007. So, I fixed a handful of those screens for the XEGS version, and those screens are more rock-solid looking now. See the before and after screen shots - look carefully along the logs and you'll see blue water color on the before pic . - Minotaur Freeze State. I never got to put this into the 5200 version but always wanted to have some way you could take out the Minotaur, even if just for a short while. In the XE version, the Blue Key will freeze the Minotaur in his tracks until you remove the key from that screen. See attached YT link (sorry, the aspect ration is vertically stretched for some reason). - I also finally located a bit of code that needed some gentle massaging (either that or more Hard Work* ) to stop the Troll from BAMF-ing ** around at times. Fixed! * Do you get the reference? ** BAMF is the comic book sound effect in X-men comics when Nightcrawler would teleport. BAMF! Al is going to have a recent version at the PRGE show , running on an XEGS machine. See prior blogs for other recent tweaks to Adventure II XE.
  2. As reported by Polygon, Tastemakers is releasing a new Arcade1Up series of 4 foot tall home arcade machines for just $399 each. Set to come out this fall, the only catch is that these 3/4 scale arcade machines have to be self assembled, although Tastemakers is promising that the process is a simple one. The Centipede headline cabinet also comes with Breakout, Millipede, and Missile Command, and features a trackball, which is good for everything but Breakout, which really needs a spinner. The Asteroids Deluxe headline cabinet also comes with Asteroids, Major Havoc, and Tempest, and features the classic Asteroids-style button configuration, as well as a spinner, which is needed for both Tempest and Major Havoc. The Capcom machine appears to just have Street Fighter 2. All of these cabinets feature a 17" LCD screen. While that rules out a true vector display for the Asteroids Deluxe machine, I have to say that that one is the most appealing to me because of the more authentic controls. Of course, the Centipede machine does have a certain appeal, even if I can't see myself enjoying Breakout with a trackball. Hopefully the Tastemakers custom emulator is up to snuff and the build quality is reasonable considering the amazingly low price.
  3. Hey everyone. Had a quick question for those of you familiar with Hardware because I really am not. i have a video issue with only certain homebrews and hacks. Original release 2600 games play fine, all 85 or so i own. It doesn't happen every time with the effected games, and when it does happen usually taking the game out and reinserting it once or up to 3 times will make the issue go away. could this be a power issue? Capacitors or something inside the system failing? Or simply just RF interference of some kind? I'm using a light sixer on a CRT through RF. I'll post a picture of one of the affected games and then a couple of pictures of regular games playing fine. thanks alot everyone.
  4. I was pouting over the lousy 64KB of ram in my 65XE the other day and decided to look into expansion options. It's one of those without the ECI port, so it would need to be an internal unit. Looking at what was out there, I wasn't very happy. How about I try my own hand at it? Here's my initial thoughts on the matter. The idea is 1) it must use the "standard" CIA PORTB for bank control, 2) it cannot interfere with the normal operation of any of the bits, and 3) it should support CPU/ANTIC bank control. I looked at the memory available online... what do you know, there's a 2Mx8 5V 45ns SRAM from Digikey for about $5. Two of them would fill out a full 8 bit bank select just peachy. But how do you get 8 bank address lines from the port without interfering with the operation of the bits? A latch comes to mind. And that's the main thing - a hex D-Type flip-flop. Clearing PB7 will clear the latch, so asserting the self-test ROM will just clear the latch. No problem there. I use PB6 as the flip-flop clock (latched on rising edge). So if this were in an XEGS, clearing PB6 enables the Missile Command rom, which wouldn't be an issue as long as the code to switch banks isn't in either the bank memory space or in the rom cart space. No problem there, either, especially on systems without Missile Command. I use PB5-0 as the inputs to the d-flip-flops... no problems there as long as the code to switch banks isn't in bank memory space, the cart space, or the OS ram space... so in the first 16KB; oh, and the ints are off unless you keep the int code and data in the first 16KB as well. Still not an issue. But how do I get 8 bank address bits from 6 latched bits. Well, just use PB2 and 3 as normal. The latched bits extend them from 2 bits to 8 bits. Use A21 and it's inverse to select one of the two sram chips, use PB4 and 5 along with A14 and A15 and /HALT to generate the other chip enable, a few gates for output enable and write enable and Bob's your uncle. The prices in the pic are from Digikey in single unit quantities for surface mount parts. A handful of bypass caps to round it out at less than $15 in parts... minus the board. That's gonna be the "fun" part. Been a while since I made a board. I'll update as I get further along. Comments and suggestions are appreciated.
  5. ZeroPage Homebrew LIVE every Wednesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! Twitch Livestream Channel: https://twitch.tv/zeropagehomebrew YouTube Archive Channel: https://youtube.com/zeropagehomebrew NEWEST EPISODE: 20191108 Let's Play: Kirby 2600, Keep Away, Bombs Away!, Tennis (PATCH EARNED!) UPCOMING EPISODES on TWITCH (Click Time Listing for Your Local Time): 20191113 Let's Play: Robot City (WIP Update), Venture Reloaded (WIP Hack Update), TBD (LIVE @ 11AM PT | 2PM ET | 6PM GMT) 20191115 Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 7PM GMT) 20191120 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 6PM GMT) 20191122 Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20191127 Let's Play: TBD (LIVE @ 11AM PT | 2PM ET | 6PM GMT) 20191129 Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 7PM GMT) 2019xxxx Interview: Dion Olsthoorn aka Dionoid at PRGE2019 2019xxxx Let's Play: Dan Kitchen's Gold Rush (WIP Exclusive Premiere) 2019xxxx Let's Play: QuadTari Hardware: QuadGames (WIP Exclusive Premiere). Galagon (WIP Update) Wizard of Wor Arcade (WIP Update) 2019xxxx Let's Play: Daniel Kitchen's Bon Voyage (WIP Exclusive Premiere) 2019xxxxx Let's Play: First 12 Homebrews 2019xxxxx Let's Play: Chat's Choice Upcoming Games: Complete Games: Kirby 2600, RAMless Pong, Arctic Landtran, Sea Wolf, Conjoined, R.P.S., Skee-ball, Space Game 2K, Pitch'n Catch, Stell-A-Sketch, Asteroid Rescue, Super Pong 2600, Dark Mage, Joust Pong, Seawolf (2004) WIP Games: RetroVenture (WIP), [email protected] of Chaos 2: Treasure of Minos (WIP), Grand Chalice Cinci (WIP), Panic! Rooms (WIP), Save Gaia: The Cy-Mage (WIP), Dystopia (WIP), Drive! (WIP), Apollyon (WIP), Blackjack Theta VIII (WIP), Star Crusade (WIP), Shifty Lifty (WIP), Matchie (WIP), Mondo Pong! (WIP), Rip Off (Early WIP), Street Fight World (WIP) WIP Updates: Gyvolver (WIP Update), Tumble Temple (WIP Update), Temple Runner aka Escape from Kukuku Temple (WIP Update Next Ver) Boxed Copies: Amoeba Jump (Boxed Copy) Video Issues: Kelly Kangaroo (WIP) Hacks: Defender Arcade, Dr. Vs. Daleks 100% PLAYTHROUGH: Caverns, Blinky Goes Up, The Stacks (WIP), Reindeer Rescue Activision Patch Challenge: H.E.R.O. (75,000), Barnstorming (Game 1/33.3s or 2/51.0s or 3/54s), Enduro (5 Days), Crackpots (75,000), Pressure Cooker (45,000), Beamrider (60,000 & Sector 20), Chopper Command, Decathalon (Bronze @ 8,600), Decathalon (Silver @ 9000) Decathalon (Gold @ 10000), Dolphin (Friends of the Dolphin @ 80000), Dolphin (Secret Society of the Dolphins @ 300000), Dragster (6 sec), Grand Prix (Game 1 @ <30s, 2 @ <1m, 3 @ <1m30s, 4 @ <2m30s), Ice Hockey (Beat Computer), Kaboom! (3000), Laser Blast (100000), Laser Blast (Stripe @ 1000000), Oink! (25000), Pitfall II (99000), Plaque Attack (35000), Private Eye (Solve Case 3), Robot Tank (Cross @ 5 Squadrons/60 Tanks ), Robot Tank (Star @ 6 Squadrons/72 Tanks), Seaquest (50000), Skiing (28.2 seconds/game 3), Space Shuttle (Pilot @ 4 or 5 missions with 4500), Space Shuttle (Commander @ 6 missions with 7500), Starmaster (Order of the Supreme Starmaster @ 3800/game 1), Starmaster (Leader @ 5700/game 2), Starmaster (Wing Commander @ 7600/game 3), Starmaster (Starmaster @ 9000/game 4), Tennis (Win one set vs. computer) Archived Shows (YouTube): 20191106 Let's Play: CollectorVision Phoenix Unboxing, Power Off!, Shielding Color, Bass Fishing Tournament (WIP) 20191031 Let's Play: HALLOWEEN HOMEBREW SPECIAL! Skeleton+ (Fixed), DoReMi (Halloween Edition), Zombie Invaders (Space Invaders Hack), Ronister at Haunted House (Berzerk Hack), Halloween, Frankenstein's Monster 20191025 Let's Play: Heist (WIP), Goon Nights, Skiing (PATCH EARNED! @ 28.19s/28.2s) 20191023 Let's Play: PRGE Unboxing, Venture Reloaded (Hack) (Exclusive Final Release), Flop Band 2600 (WIP Exclusive Premiere) 20191020 Event: LIVE BROADCAST FROM PRGE 2019! New Homebrews, New WIPs, live with John Champeau, Al Yarusso and more! 20191014 Interview: Dan Kitchen of TikiVision at PRGE2018 20191011 Let's Play: Bushido, RoboMechanik (WIP), Barnstorming (Patch Attempt #1: 33.84s/33.3s) (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 20191009 Let's Play: Aardvark (Exclusive Final Release), Panic on Pug Farm (WIP Exclusive Premiere), Pro Bowling 20191004 Let's Play: Tower of Rubble (WIP Exclusive Update), Atari TOS 2600 (WIP), RoboMechanik (WIP Exclusive Update) 20190918 Let's Play: Penult (WIP Exclusive Update), Cave Rescue, AtariBlast! (8-Bit) 20190913 Let's Play: Gene Medic, Battle-Zuma, Wall Jump Ninja (World Record Attempt), Kaboom! (Patch Attempt #1: 1787/3000) 20190911 Let's Play: Deimos Lander (WIP), Abyss of Chernobyl (WIP), Beast (WIP), Boulder Dash 20190906 Let's Play: Phantom II/Pirate, The Deep, Robot Tank (PATCH 1 EARNED! 50/48) 20190904 Let's Play: Dog Walk (WIP), The Wicked Father, RoboMechanik (WIP) 20190902 Let's Play: Galagon (WIP Update), Wizard of Wor Arcade (WIP Update) 20190830 Let's Play: EggVenture 2600 (WIP Update V2), Go Fish, Sky Jinks (PATCH EARNED! @ 36.76s/37s) 20190828 Let's Play: Dare Devil (WIP), Chaotic Grill (WIP Update), Sokoboo (WIP Update), Dragon's Descent (WIP Update) 20190823 Let's Play: I Ran (WIP Exclusive Premiere), DoReMi (WIP Update), Cannonhead Clash (WIP Update), Galagon (WIP Update), Crackpots (Patch Attempt #1: 50660/75000) 20190809 Let's Play: Lunar Lander (WIP Exclusive Premiere), Gate Racer, H.E.R.O. (Patch Attempt #1: 50055/75000) CLICK [Reveal Hidden Contents] FOR MORE YOUTUBE ARCHIVED SHOWS
  6. Hello fellow Atari enthusiasts! I just started my retro gaming journey with a console I have loved since I was a kid. I decided that I would share my retro gaming experience with the world through my new YouTube channel. My first video is up and it is an unboxing of the 2600 Vader console and some games I have picked up so far. If you’re interested, please check it out. And constructive criticism is very welcomed. Thanks! Unboxing Atari 2600 Vader Console
  7. I have a Joystick controller that came from an Atari Flashback console (Flashback 2 I believe) that has worked fine until recently. All of a sudden the right direction stopped working. I took it apart and re-soldered the wire for the right direction, but nothing changed. At first it went up when I pressed it to the right, but that was only due to a sloppy soldering job (the solder was connecting the right and up directions). After fixing this, the problem was not fixed. Would it be a problem with the controller's connection to the console? If anyone has any advice I appreciate it.
  8. I had this sitting on my computer for about a year, so I finally uploaded to YouTube. What do you think? Questions, Comments, etc?
  9. Hi everyone! I just had the good fortune to pick up my first Atari computer, a 1040stf. I fixed several problems like the mouse not working (really nasty rollers) and the stuck knobs on the monitor. However, the floppy drive seems to be totally dead. It never spins up, the head never moves, and I get no drive lights. I opened it up to confirm it is plugged in correctly. This is a "big eject button" ST as I've heard them called, with a Chinon drive. I have access to soldering equipment, a multimeter, occiloscope, etc, just not until a few days from now (I'm away from home ATM). What can I do to get this working? Are there easy replacements? (I don't really want to hack up the case for a PC drive or gotek). I've attached photos of what it does at the moment.
  10. After finishing some upgrades to my ST2: 4MB, TOS 1.04 and Int/Ext drive swapping I was eager to try a SatanDisk and finally enjoy a fine looking machine. No way, I have two Satan and none of them work, I mean, they work but they ended corrupting the SD, always, no SD survived the experience. I've need to rewrite the SD countless times, rendering the device as totally unusable, half an hour and it doesn't boots anymore and all partitions are lost. I know about the "bad DMA" fact; but I'm not sure if it's an absolutely true story or maybe there's a little myth around it; so, there's a way to make the SatanDisk work with these machines or I need to start thinking in dumping the Satan and use a Gotek drive instead (that's why I modded the drive swapping)?
  11. Though I've posted about my channel and videos before, I figured keeping a central place in one thread would make more since. While I have done more videos than I will likely ever post in here, I thought it would be good to start off with my 40th official video for my channel and to start off April right. I present my unboxing and game play review for the Neo Games home-brew release of the limited boxed edition of Spies in the Night for the Atari 2600! Enjoy and thank you for watching!
  12. Cafeman

    AdvII XE testing

    I'm putting the final touches on this long delayed project., so here is the first summer '19 status report. I tested on my real XEGS hardware to ensure no game-ruining bugs! Didn't find any! Although that ranking seems too high based on how many times I got devoured and how many minutes I took to beat it ... I take notes of which variation I play , the end stats, and the ranking given. I'll review them after a few weeks and see if I need to tweak the rankings logic. It's not a big deal, but you don't want to see the same ranking all the time regardless of how well your game went, right? I made the game a bit more joystick-driven than it had been. You can pick all the options on the Title Screen using the joystick and button now, and when you are eaten, you can revive by pressing the Joystick button. Previously I had mapped the "R" key to the revive/respawn function, but I was tired of getting up from my reclining sofa and using the clunky XEGS clip-on keyboard all the time! So now I can sit back and play Adventure II XE for hours and not need to get up. To Pause ore reset completely, you still gotta use the keyboard or console buttons though. That is one huge advantage of 5200 gaming, you have all the needed commands at your fingertips using the CX52 controller. I also experimented with some color changes. Some have complained that the Gold Key and the Green Key are hard to distinguish from one another. This is true, depending on what color is the background image that each key is sitting overtop. Plus, the keys are tiny so color bleed on the overall image is worse than with the bigger images like the Chalice. But my eyes can still distinguish the difference. I tried different hues and luminosity settings but I was reminded once again WHY I chose those colors in the original 5200 version -- the items need to be bright and a different hue from the many background graphics across 4 kingdoms. Changing colors started to bring back the old "blending-in" issue . But I did decide to tweak some background screen colors. I tested my new colors and they looked great on a real TV; now I have to change them for the proper screens in-code and recompile everything. Some of these include files, like the ADV2COLR.TXT one with the screen colors, I haven't changed since about 2006! The thing is, these are compressed into INCLUDE files which are decompressed into RAM at boot-up. I forgot the compression steps completely, had to search out old notes to re-learn it. Thanks for reading, c(_)
  13. Hey Guys! It has been quite a while for me to be out and about, but I am starting to get my Retro juice flowing again. Recently I acquired the Percom RFD44-S2 that was listed on Ebay. It is a strange beast, but since I had one of these boards back in the day, I have been waiting to get my hands on one. I knew full well it was going to arrive in non-working condition. I was correct, save for the after market fan that someone mounted to the back of the case due to the heat issues these had, and hell with 2 full height drives (Which brand I have never heard of) it probably was able to fry an egg. But that isn’t what I am concerned about at the moment. As with all Percoms, I replaced all 3 Voltage regulators (even though the top two were fine.) The RFD is the model that has those sockets for the regulators what was always an issue. (Had an issue with mine back in the 80s as well). I cleaned the contacts on the Sockets reinstalled the board and I got some life out of the old drives. They just spin and keep spinning for maybe 3-4 minutes and stop. I knew from the AT-88 that I fixed up that this was not proper behavior but I gave it a shot and plugged it into my 130 XE. Nothing. Not really a surprise here. So, i checked the caps, they were all showing “something” on my multimeter. I don’t have an ESR meter so I couldn’t properly test them. So I had some 33uF 16V caps from the AT-88 project so I swapped out all the 33uF caps. Four in all. Plugged it back in and the same result. Check the caps, the top two over by the regulators show ok, the third one down shows OL. However, if I pull it from Circuit it shows fine. The one on the opposite side of the SIO ports shows high capacitance in circuit but fine when pulled out (not too much of a Surprise). So I am stumped. I checked my Diodes, most of the time they show fine, sometimes when I check them they give me a strange reading but for the most part I think they are ok. I didn’t pull the two big Caps (I think they are filters) but in circuit after discharge they seem to show proper capacitance. I did check the transformer it seems to be pushing the right voltage (from what I can tell) and the correct voltage appears to be running thru the caps. (5 and 12 volts). So Now I turn to you, does anyone have any clue as to where my fault is. I am not electronically trained but I can fumble my way around. I have included a bunch of pictures and a video showing the diodes. Thanks in advanced! Craig Percom_RFD_Photos.zip
  14. This is probably the best documentary on the Amiga that I've ever seen (and I've seen quite a few). I only know a tiny bit of German, but even if you don't understand it, you can get the gist of things pretty easily. Plus, I think most of us know the main plot points in this story: https://www.youtube.com/watch?v=HuAsF245G4Y&t=1s
  15. DoctorSpuds

    Wabbit (Apollo)

    From the album: My Collection

  16. DoctorSpuds

    Jungle Hunt (Atari)

    From the album: My Collection

  17. Greetings fellow forum members. I need your help and expertise in solving a problem. Recently i bought a 2600 vader console. Its in great shape and works perfectly. It came bundled with a pair of wireless cx-42 controllers, also in great shape, but they dont seem to work at all. The console powers with the receiver unit plugged, but theres no input from the controllers. I tested them with yars revenge and the yar just keeps going up and down while the unit is plugged. If i disconnect the controller cable the yar stops moving. Also tried with missile command and pole position and nothing happens. Turning the controllers on and off or pressing anything ,doesnt seem to affect the on screen action. I opened the receiver and the controllers and they seem to be fine. Nothing broken, burned or blown. Is there any other way to test if the receiver and the controllers are working? I could get a refund for the controllers, but i really want to keep them, they look so cool and i really love to see them working. Thanks in advance for reading!
  18. Which of these 2 AtGames Flashback Portable's would you recommend I buy? 1) Atari Flashback Portable Console (80 Games Included) (eu) /retro by Atari ESRB Rating: Everyone 2.6 out of 5 stars &nbsp;7 Xbox One $29.00(15 used & new offers) 2) Atari Flashback Portable Deluxe Edition - Hand Held Console by Atari 4.6 out of 5 stars &nbsp;7 $29.99(5 used & new offers)
  19. Yes, yet another Activision versus Atari blog entry! I read DoctorSpud's recently on Robot Tank and it reminded me of how this was Activision's version of Battlezone. DoctorSpud also made a comparison of how Enduro was their take on Pole Position. So I started thinking of how many times that happened. Most of us know of the lawsuit that Atari initiated against Activision and we also know that Imagic was sued over Demon Attack being close to Phoenix. I get it, they paid top dollar for a license of an arcade game and someone does a knock-off on their platform. We also have to consider where the limits are. Is every maze game a rip-off of Pac-Man? Video Checkers (Atari, 1980) vs Checkers (Activision, 1980) These games were even lame when they first released. Who went to the department store or TV place to buy a game and came out with Checkers? I doubt either decided to rip the other off. Checkers falls in between tic-tac-toe and the much more complex chess. It seems like someone's initiation on basic graphics, stored data in arrays, and some basic AI. Video Checkers was done by Carol Shaw who as everyone knows did the amazing River Raid and spanned the vertical scroller genre. Verdict: Doubtful. A common game and not really a best seller for either company. Tennis (Activision, 1981) vs Realsports Tennis (Atari, 1983) Activision's Tennis is one of the most fun sports games on the 2600. Simple control and a good AI. Atari decided to re-do all their sports games properly with the Realsports series. Tennis was bound to be picked since it would be easier to implement a two character game and keep it pretty authentic. Verdict: Doubtful. Atari certainly decided to do a better tennis game but the enhancements are big enough to dispute. As far as, game mechanics goes, the principles are the same but the game is not original and can only be done in a certain way. Pole Position (Atari, 1983) vs Enduro (Activision, 1983) Two great games. The Namco arcade game was massive and the Atari licensed version was pretty good all things considered. A good seller and very common, capturing the essence and play mechanics very well. Enduro is also an amazing game and brings up some original items. The typical scoring system implemented in most games especially Atari arcade ones, is implemented in Enduro instead as trying to last as long in the 5 day race. Verdict: Inspired. Enduro borrowed enough from Pole Position (and possibly other games) to generate its own version but game play and objectives is different enough. Star Raiders (Atari, 1982) vs Starmaster (Activision, 1982) In the beginning of the video and arcade game industry, there were only so many ideas around. At the end of the day, you can only show a starship's view with a cross hair and stars in the background. These two came out in the same year, but it's certain that the 8-bit computer version Star Raiders had been seen by Alan Miller (especially since he was a former Atari employee himself). Verdict: Inspired. Many, many similarities but it's unlikely that Starmaster was created based on Atari's 2600 version, most likely that was the Atari 400/800 version. Space Invaders (Atari, 1978) vs Megamania (Activision, 1982) Space Invaders was really the most important shoot-em up at the time and what made a lot of people buy the 2600 to begin with, probably their best value from the license obtained from Taito. Megamania was one of the few shoot-em ups from Activision and really the only one that matches that genre the best. Verdict: Inspired. Megamania added a new elements such as varied enemy movement, enemy types and the energy bar to be different enough. The 3-4 years was a long enough to allow Atari to profit significantly. Decathlon (Activision, 1983) vs Track & Field (Atari, 1983) Two games released in time to cash into the Los Angeles 1984 Olympics. Lots of events to add some variety and the skill level centred around your ability to wiggle (or bash buttons) quickly. I mentioned it many times, I love T&F and which is why I love Decathlon. Verdict: Coincidence. Decathlon was released in March 1983 which means it would have started development in early or mid 1982. T&F made it to stores for Xmas 1983 and the arcade version was available earlier in the same year only. Chances are both games were developed in parallel. Defender (Atari, 1981) vs Chopper Command (Activision, 1982) I think we can all agree that CC is the vastly superior game of these two. Atari could not have been too pleased when this came out after licensing Defender from Williams. This one of the games when I realized as a kid that these companies were copying each other. Verdict: Ripped off. And we're much better for it since CC plays much better and is visually stunning. Gameplay is just too similar for it to be a coincidence. Battlezone (Atari, 1983) vs Robot Tank (Activision, 1983) Two tank games released at the same time. Battlezone had been doing its rounds in the arcade and was quite popular there. Such a unique scenario and such a similar execution. One could argue that a 1st-person Combat game could only be done in one way really. Verdict: Ripped off. RT actually exceeds Battlezone in terms of gameplay, and it seems obvious that both came from the arcade version. I can't fault Activision for trying to do a type of game better if they had the ideas and more importantly the ability to execute. I'm very happy that all these titles exist and that both companies defined how games should be done and laid the foundation of everything else that came after. If you come up with an original idea like Warlords, River Raid, Adventure, Pitfall, Yar's Revenge, or Keystone Kapers once in your life, then you have accomplished something very special.
  20. Here are some pictures of my game room. Took about two years to complete from start to finish. I built it up from scratch, framing the walls, running electricity, etc. Hope you guys enjoy.
  21. Anyone else going out to Classic Game Fest 2019 in Austin next week (July 27 & 28)? https://classicgamefest.com/ Rob and I will be there. In fact, we are going to have a booth this year as an indy game developer. We aren't selling anything, just showing our existing homebrew games to let people play them on real Atari 8-bit computer hardware and proper CRT monitors. We'll be demo'ing a few sneak peeks of things we've been working on too. Pretty cool stuff I think. And of course, more than anything else we'll be spreading the word about the amazingly active Atari 8-bit computer community and sharing info like how/where to get emulators, ROMs, classic games, new homebrews, and where to chat with others interested in this great hobby (like AtariAge.com of course !). Anyway, if you come out to Classic Game Fest next weekend, be sure to look for us... bitgod - "back in the good old days" -Eric
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