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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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  • Horst's Blog
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  • Blogpocalypse
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  • creeping insanity
  • Sonic R's Blog
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  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
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  • Robert Hurst
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  • The 7800 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
  • Masquane's AtariAge Blog
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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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  • ¡Viva Atari!
  • FujiSkunk's Blog
  • 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
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  • 8BitBites.com
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
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  • wibblebibble's Basic Blog
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  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • HLO projects
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Found 10 results

  1. 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!
  2. Pele's Soccer (Atari VCS, 1980) As I've said before: "I'm not a sports fan" so how I felt about this game surprised me. Contrasting from our recent excursion into third-party software that had only two games to a cart, Atari's (the party of the first part) Pele's Soccer has 54 games promised for it on the front of the box and it delivers with 28 versions of two player and 28 versions of single player. The "versioning" is three variations each on modes of speed, modes of challenge and goal size. The playfield is interesting in that it's a scrolling vertical field. As you move the ball up or down it, the field scrolls up and down with it. It's another good example of "there's more to this playing area than meets your eye" that was emerging from videogames more and more. Yes, some videogames don't need that, Fishing Derby and Boxing, for example, do just fine without it but I really like the idea of using it to allow the player to focus on "what's happening right now" while being aware of a bigger picture. That's not a very good way to articulate it, but I do like this style of game. I can see how it might not work as well for sport-ports like hockey (where seeing where your team-members are helps) or basketball (important to see the big picture) but for this simplified version of soccer it works. You only have three players for each team and they're locked into a triangle formation, the "forward" at the apex of the triangle and two "backs". You can pass the ball among the members of your little triangle but it takes some practice. I started playing the easier two-player game (game 28) (EDIT: Nelio correctly points out that this is a typo and I was playing the easier one-player game. It's entirely possible though, that I WAS playing the two-player game by myself, which would indeed make it pretty easy.) and unexpectedly found that I enjoyed it. I advanced through a number of the variations, trying them out as I went, finding that the harder it got the more work it felt like and the more my button-thumb began to protest. Regardless, it kept my attention for far longer than I thought it would. I've yet to play it with either of my kids, but I look forward to trying it out with my son, who used to play soccer (ages 5 to 8ish) I think the real plus of this game is how, even on the easiest level, if you're doing pretty well (say, you've scored twice and your console opponent hasn't scored at all yet) the computer player improves its game. The goalie becomes more reactive and I'd swear the blue triangle of the enemy move faster, but again, I tend to imagine these things. Your mileage may vary. For me, personally, it was a lot more fun than watching professional soccer, which, to me, consists of a lot of this: There are penalties in the two-player games that do not exist in the single-player variations that I'm looking forward to experiencing with my son. It would be nice if they could simulate penalties for excessive ear-flicking. While I don't like watching real world Soccer, I must admit there are sometimes amazing moments like this one: (EDIT: Awww, I can't even remember what this gif was, but the link has died. Oh well.) which even makes an "professional sports neutral" person like myself feel begrudging admiration even to the point of tingles. Anyway, sorry for the "half-entry", I really can't count this game as "completed" until I've enjoyed it a bit in the two-player mode. Since I'm a bit retentive about splitting entries into two parts, I'll just edit this one with the two-player information after I've played. (Edit: no, this never happened because OF COURSE it never happened.) Golf is the next game in the pile. (EDIT: When I pulled a bunch of games out of the closet I'd actually thought about doing Golf, but then I noticed Bridge. Bridge is one of those games that I was never able to get myself to play and now that I've finally done so, I'm SO glad it's over. I should do Golf soon. It's funny, because Golf and Bridge are both games that my parents both like to play fairly regularly in real life these days and I just cringe thinking about either.)
  3. Is the Angry Video Game Nerd making a vague Intellivision reference? You decide!!! (go to the 19:20 timemarker, if it doesn't automatically go there)
  4. Hello Atari Age members Funny story - I am an american football nut (later coached football as an adult) and as a teenager in the 80's attempted to code a football game on my Atari 800. My vision was to build game that had somewhat realistic variations and outcomes based on the offensive and defensive plays that were selected, the trends of events in the game, etc. I was able to construct a basic shell- define the graphics, the layout of the screen, the core graphics approach, and a basic "prediction engine" that somewhat realistically produced an outcome of each play. For example, a nickel defense would provide better coverage against most passes, but may be vulnerable against a surprise run...or a blitz would have a greater chance of sacking the QB, but would leave some vulnerabilities in pass coverage if the sack didn't happen, etc. As a high school student, I drew out each formation, pass coverage, etc. and also produced a computer "AI" (if you can call it that) to pick the best plays depending on the game situation. I created the skeleton of the game, some run plays installed, no pass plays, and you couldn't actually play a game - you could play 3 or 4 downs and the game would stop because it was incomplete. This was in the mid-1980s...then life got in the way and I got too busy/lost interest in 8-bit programming as I went to college, etc. However, a couple of years ago (I'm now in my 50's!) I began to wonder if I could resurrect and complete the game. I managed to locate the original 5.25 diskette which luckily was in a plastic case, bought an interface cable, moved the code to my PC, got an emulator, and began trying to remember the code and approach I had started 30+ years before. To make a long story short, after a lot of re-training myself and looking at some old paper documents on the prediction engine, the game is complete. My kids and I have play tested it about 60 times. After 30+ years I finally got it done. The graphics, as you will see are rudimentary and laughable. However I do think we've achieved some interesting game play that makes it a kick to play. I've had games that were 50-7, others that were 7-6 dogfights, games that had 300+ yards passing with 4 touchdown passes, others where the pass game simply didn't click and it was a ground focused game. I'm about 50/50 against the computer AI. It's not perfect, but for folks who are interested in football strategy as well as Atari 8 bit games, it may be a little bit of nostalgic fun. The disk image is attached- the game itself is called "BOWL8BIT" and is written in Atari BASIC. Would love to hear any comments, good or bad, either on the football aspect or on the Atari aspect. Some interesting Atari coding notes: * People will recognize the graphics characters as a redefined character set - I wrote my own joystick-driven "INSTEDIT" type character editor as a teenager and used this to generate the code and data statements that form the shapes of the football players and graphics * I stole the code from some magazine (Antic, I think) to create the custom display list, with Graphics 0 at the top and bottom and the Graphics 1 mode which makes up the football field Game play notes: * You can choose a "long" or "short" game- in long games plays take 30 seconds of clock time each, in a short game plays take a minute of clock time each Best regards to all Atarians Mr. CTIA Final 2020 Football Disk.atr
  5. Super Action Football from 1983 lets you kick punts, field goals, and extra points. Recover fumbles, score safties, or pull a blitz and sack the quarterback. Helmet not included. It's good to see football is starting this weekend. But why does the photo of the overlay on the back of the box look different than what's actually included?
  6. Hey guys, I'm back with the new project (M.U.S.H.A. Remastered was the first one and it was so much fun) and this time it's BEASTBALL an unreleased game for Sega Genesis. STORY Brutal does not come close to describing the level of Carnage you will face in the trials ahead. Beastball takes football to the next level of brutality. Slay, bash, and Maine your way through the entire championship. Start off with the Brave and Bold Vikings and move your way up do different mutations and races to become more Savage and dominate the playing field. Beastball was originally scheduled to be released at the end of the Sega Genesis™ lifespan(1993-94) But ultimately was never released. It was going to be the first of many games in a planned “Brutal Sports” line by Spectrum Holobyte™. The game was published on the Amiga, Atari Jaguar and MS-DOS™ as Brutal Sports Football (Crazy Football in Germany). Most likely the SNES and Genesis versions were cancelled when Microprose™ purchased Spectrum Holobyte™ in 1993. The game was developed by Millennium Interactive™, a company best known for their James Pond series, and Teque Software. In 2011 MrMark0673 released the ROM image of the unreleased Sega Genesis™ version of the game. The Finished Prototype was originally owned by DreamTR. Maybe someday a SNES version will come out as well? ¹ Here at REGaming we’ve decided to take this classic game again and redesign it for a new age. One in which true retro gamers can indulge in their need to collect all the classics from which they can. CROWDFUNDING We will be making this game as soon as we receive at least 35 backers. If we do not reach our goal of 35 purchases of the game in 21 days. Then all money will be refunded and we will move on to the next project. As we put a lot of care and effort into this product we certainly look forward to see how many people want to partake in this game. And we are excited to bring everyone a game that was never released. YOU ARE GETTING: 1x CASE with Sleeve 1x Full Color Manual 1x Game Cartridge More goodies(cough… check the manual) *Games are made with 100% brand new parts. No donor Boards, Chips, Shells and/or Cases. That is a Guarantee. CHECK IT OUT
  7. I only need one soccer game to fulfill my Jaguar soccer needs, so I need to know, which one is the best? Thanks!
  8. From the album: Handhelds

    A one game only handheld released in 1978 by Mattel
  9. Hey guys just tell us you're favorite and least favorite games. Tell us why, if you got time! Best: Yars' Revenge Because this game is very good and I can get far in it. Worst: Football Because it's confusing and only 2 player.
  10. From the album: RetroIndieGamer's classic games collection

    From left to right we have Star Raiders, Circus Atari, Basketball, Mouse Trap, and Super Football. All of these are fun. Unfortunately, I can't play Star Raiders since I don't have the keypad controller.

    © Retro Indie Gamer 2013

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