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Showing results for tags 'intellivision'.
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I own a retro video game store in central NJ (YESTERcades) and the cool thing is that not only do we have arcade games & pinball machines but we also have three flatscreens with every type of system available. Of course, one of the systems is the Intellivision. We recently started buying & trading classic consoles and games and I had the opportunity to pick this gem up. I didn't know all that much about it first but I have learned that there are not too many of these around anymore. I am probably going to hold on to this for a little bit and put it in our display case for its coolness factor, but I thought you guys would be thrilled to check it out... - Ken
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My last update to jzIntv was over 7 months ago. That doesn't mean I haven't touched jzIntv. Au contraire! I've added support for ECS cassette and printer, I've extended the debugger, I've added "raw input" mode for controllers such as the Retronic USB, and so on. See below for full details. Find it here: http://spatula-city.org/~im14u2c/intv/ ________ Release notes for 2018-12-25. Updates since 2018-05-09. --------------- New features: --------------- * Added Carl Mueller's IDIV, JDIV, ISQRT. This was an oversight from long ago, and now these are added under jzintv/examples/library/. * Raw-bits mode for controller adaptors such as Retronic that can provide raw input bits from native controllers. See PDxx_BIT_x in jzintv/doc/jzintv/kbdhackfile.txt & jzintv/doc/jzintv/retronic-usb-raw.kbd. * Debugger features: (see jzintv/doc/debugger.txt for updated docs) b? lists active breakpoints t? lists active tracepoints w? lists active write-watches @? lists active read-watches ?? outputs the debugger's current status * Add "button" mode to support analog joysticks that have analog buttons that report themselves as analog axes. * Add support for saving/loading ECS cassettes and printing to the ECS printer. ---------- Changes: ---------- * Updated the NTSC and PAL palettes based on experiments with TV capture cards and eyeballing several games. (Congo Bongo is a tough one to nail.) Also, NTSC and PAL now have different palettes. * macOS builds are now 64-bit only, driven by recent changes in macOS. jzIntv should still run with OSX 10.7.x or later. * A raw semicolon ';' in a kbdhackfile now introduces a comment. To bind the semicolon event, use the word SEMICOLON. ------------------------- Cleanups and bug fixes: ------------------------- * Fix "voice_compat" in internal ROM database. It accidentally requested ECS rather than Intellivoice for known voice games. * Myriad fixes to allow compiling with MSVC, along with an MSVC Makefile. * Myriad fixes to allow compiling with Clang from Xcode. * Many waves of 'const' correctness, and occasional 'restrict' qualifiers. * Many 'sanitizer' directed fixes. * Many minor memory leaks cleaned up. * Fix event scanning to actually allow <5ms granularity. Deepened the event queue as well. * Fix JSx_BTN_28, which has been b0rken for almost 20 years. * Fix the spelling of ecs_compat, version, publisher in metadata code. * Improve handling of build/release dates in metadata. * Fix HH:MM parsing for UTC offsets in metadata. * Remove C++14-isms; restrict to C++11 as baseline. * Use modern C++ style casts and 'nullptr' rather than 0/NULL in C++ code. * Fix include guards to not use _CAPS, but rather CAPS_. * Fall back to ECS-disabled if game sets ecs_compat to "enhanced" but no ecs.bin is available. * Fix documentation for -J flag in --help info. * Only print "diagonal bias" for 4diag mode in joystick status output. ------- Misc: ------- * Experimental Emscripten build. * Experimental Termux build.
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I just uploaded jzintv-20180509 to the webserver. This is primarily a bugfix release, motivated by a semi-serious bug that crept into AS1600 back in December. In this release: BUGFIX: AS1600: Fix right shifts of negative values. This was a pants-on-head stupid bug. BUGFIX: jzintv, dasm1600: Display JR R5 instead of MOVR R5, R7 in disassembly. It was always intended to. Bug caught by upgrade to GCC 8.1. Compile fix: Change 'macosx' to 'PLAT_MACOS' to allow building on MacOS X 10.13 and later. Typo in as1600 docs: __FEATURE.LISTCOL, not __FEATURE.ROTATE Minor improvement: Improve dis1600's handling of an opcode that may, or may not be, an SDBD. Misc: Upgraded to GCC 8.1 on Linux and MacOS X. Get it at the usual spot: http://spatula-city.org/~im14u2c/intv/
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I recently bought a broken intellivision off of eBay, and after messing around with it i believe that the problem is the CPU. I don't have a working unit, or any other units for that matter. I was hoping i could find a new cpu (preferably a whole board, in case there is any other problems with it) from someone on this form. I really want to try and play some intv games, especially since they are cheap.
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Hi, first time poster long time unregistered lurker. I work for a small game shop, and awhile ago a regular customer of ours traded in these prototypes "Pitfall" "Stampede" an untitled cart, and "Pitfall 2" I've been tasked with selling these, and we plan to list these on eBay. I tried searching this site before posting this to see if there was any other posting about Prototypes, saw one about Stampede but that was all. Before I do that however, I wanted to know if these were worth attempting to find someone to rip the data off of them? I have no idea if there is anything worth saving off these carts, or if theres anyone in the Twin Cities MN area that might be interested in doing that? I feel like before having a collector stash them away forever it'd be in the best interest of preservation, and history to save the data. I'm not going to post the eBay link here, as it hasn't been made nor am I looking to do on here, not looking for publicity, but besides asking for someone who may be interested in copying the data, is there any clue as to what these are worth? Is there something I can go off of to get an idea? I can find little to no information posted online, so I am looking for ideas there as well. Thanks for any responses!
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Hi all. Maybe some of you know I've been working in a Meteors game for Intellivision. It took me ages to remove the slowdown. So here it's move with left and right directions, fly with top direction, shoot with side buttons. If you're able enough to reach level 4, you'll fight an alien spaceship You've 3 visuals mode: 1 - Vector, 2 - Vector filled, 3 - Coloured. Happy Xmas! P.S: Maybe in the future I'll enhance it or correct some bugs, like the big meteors requiring to be shot at top instead of bottom maybe for an IntyBASIC showcase vol.2, only time can tell, pardon, only Rev can tell https://youtu.be/z3KFmoCAFA8 meteors.zip
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2006 - 2018... Well there's 12 years of my life I'll never get back! The whole family in one nice shot:
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I designed some new cover labels that fit directly onto Intellivision cartridges. These measure 1.9 x 2.5 inches and fit perfectly on the top of the games. They are high definition pictures on glossy die cut photo paper. So far I have made over 50 simulated screen shots and am now working on the hard to find & rarer games in the INTV line up. Those later titles will take a bit longer to make as I don't own a few of them. LMK if anyone is interested in putting them onto their own games. It really makes the cartridges pop with the new labels instead of the basic end caps they have now.
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Here's the official thread for Sydney Hunter & The Sacred Tribe We've been working on this game since June 2015 It's in programming stage since January 2016 We're planning to release it somewhere in 2016 Here's a quick preview (taken from an emulator)
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Debuting tonight at 8 PM ET, 7 Central!
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I wrote up a quick and dirty C program to simulate many millions of tics of weather movement across the Utopia map, to see if there are any biases inherent in the weather algorithm. It turns out there are. The weather turns out to be very sensitive to its initial velocity, in fact. The weather movement algorithm is pretty simple. Weather always originates from [27, 0], with a velocity of [+5/8, +4/8]. (+5/8 means it takes 8 tics to move 5 pixels.) On any given tic, there's a 1-in-10 chance of modifying the weather's velocity. If the algorithm decides to adjust the weather velocity, it picks a direction (N/S/E/W) and increments the velocity by 1/8 in that direction. If the weather moves off screen, it gets deactivated. It turns out that the fixed starting location/velocity and the deactivate-on-exit behavior lead to a pretty stable distribution of "likely weather" areas. Furthermore, the right island seems to get more weather than the left island, on average, if my simulation is accurate. Below is my "heat map". Every four bands in the color spectrum represent a factor of 10 difference in likelihood that pixel seeing weather. Two adjacent bands in the color map are approx a factor of 1.78 apart. As you can see, the right island gets more rain on average than the left, with the buld of the benefit concentrated in the northwest corner of the island. The entire west coast of the right-hand island gets a pretty good bit of rain. The left island has a more concentrated set of raininess along its east coast. Overall, it's dryer. I suspect this ends up making the right hand island easier to get started with, while both islands are agrarian and just getting established. In the long run, though, since all weather follows these trajectories (rain, tropical storms and hurricanes), the right island will also see more damaging weather events. Now, I did experiment with the parameters a little bit, to see how sensitive the model is to that initial velocity. It turns out it's quite sensitive. Here's what it looks like with [+5/8, +5/8] as the initial velocity: And here's what it looks like with [+4/8, +5/8]: As you can see, slight changes in that initial velocity really shift the distribution around, even though most of the motion is a random walk. You have an extreme sensitivity to initial conditions, and I think it's reinforced by the fact weather deactivates when it reaches a screen boundary, so you can't average behavior over an unbounded amount of time. I suspect this bit of code was intended to reduce the bias a little by shifting the weather entry point occasionally: MVII #$0003, R0 ; 51EB \_ Random 0..2 JSR R5, X_RAND2 ; 51ED / TSTR R0 ; 51F0 \_ If non-zero, done spawning BNEQ L_51F8 ; 51F1 / weather INCR R2 ; 51F3 \ MVII #$001B, R1 ; 51F4 |_ Set X coord to 27. SWAP R1, 1 ; 51F6 | (But, it should already be 27!) MVO@ R1, R2 ; 51F7 / But, as my disassembly comments indicate, this picks between a starting X coordinate of 27, or with 1-in-3 chance, selecting 27 instead. That is, no matter what, you're starting at [27, 0]. You can see my quick and dirty code here: http://spatula-city.org/~im14u2c/intv/dl/weather-track.c Enjoy!
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Please let me know if you have one you are willing to part with, and tell me how much you want for it.
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Please let me know if you have one you are willing to part with, and tell me how much you want for it.
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Hi guys. I got extra inspiration for this version after fighting with complex IF in one line, now you can use block structured IF while preserving the old-style IF, even better the new DO/LOOP statement construct and a way to exit loops with EXIT. Check the manual for the full syntax. Also some enhancements to DEF FN to make it more powerful. The IntyColor utility got a much needed revamp, now it allows to use MOBs in your images for extra graphics definition, automatically or with an instructions file provided by you Note: if you have downloaded version 1.2 before, download now latest one, it solves a bug when compiling the multiline IF statement. Changes, enhancements and fixes in version 1.2: Support for multiline IF/ELSEIF/END IF Added statement DO WHILE expr...LOOP, DO UNTIL expr...LOOP, DO...LOOP WHILE expr, DO...LOOP UNTIL expr. Added statement EXIT, use as: EXIT FOR, EXIT WHILE or EXIT DO. Added #BACKTAB array to access screen directly (without using PEEK/POKE) DEF FN now accepts strings in definition. New LEN() function to get size of string. New POS() function to get current screen position. Initializes ECS sound generator. Added automatic seed of pseudorandom generator with RAM trash (courtesy of GroovyBee) Warnings now can be disabled with option -w Macro replacement now accepts string as arguments. Shows file causing error or warning when inside INCLUDE. (some very big programs developed in IntyBASIC were needing this ) Optimized generation of code for plus constant followed by minus constant. Optimized generation of code for POKE. Solved bug where nested macros doesn't worked. Solved several bugs in macros for multiplication by constant (not so used numbers) Added a new contribution (tcg.bas) by Catsfolly. Superb enhancements for IntyColor utility: (run without arguments to see usage) Option -m for creating MOB automatically (for third/fourth color in same block) Option -c to not include constants.c (option -m) Option -r to create BMP report colored (error/GRAM/GROM) Option -g to indicate how to use the MOB (use with -m) Options -fx and -fy to flip in X and Y directions. New in version 1.2.2: Support for reading/writing JLP in-flash memory using the FLASH statement, now you can make your game to save your high-score tables, achievements, current position in game, etc. (new sample flash.bas) Stack is now always allocated to system memory, some things moved in intybasic_epilogue.asm. Generates warnings when using constants bigger than 8 bits for assignment to 8-bits variables or for TO value. Generates errors if labels are redefined, undefined and warnings if never used. (instead of waiting for assembler pass to catch them) New contribution 42k.bas by GroovyBee, shows how to make a maximum-sized IntyBASIC program. New in version 1.2.3: Added SIGNED statement to indicate arrays or variables of 8-bits signed. At start of your program, for example, add SIGNED a,my_array,b,c SPRITE statement now allows expression on MOB index. So it's easy to write FOR A=0 TO 7:SPRITE A,0:NEXT A SCREEN allows for sixth argument to support a wide origin screen, useful for horizontal scrolling or to display a fraction of a big map. (check landscape.bas) Solved bug where warnings were treated as errors for final return code of command line. (it interrupted SDK compilation) Solved bug where some warnings couldn't be disabled. Solved bug where 16-bits variables counting was wrong. New sample: landscape.bas (additional SCREEN syntax) New in version 1.2.4: Optimizes sequences of ANDI/XORI instructions. Gives warning in case of assignment to variable previously declared as CONST. Solved bug where ELSEIF had to be finished with ELSE. A few warnings returned wrongly an error code in command-line. Warns about assignment to variables reserved for IntyBASIC use. Updated constants.bas IntyColor: Updated for new SCREEN syntax. IntyColor: MOB data for assembler mode output is now in hardware order and generates better data. IntyColor: Solved color bug introduced in 1.2.1 New in version 1.2.5: Added UNSIGNED statement, allows to make unsigned comparisons. Added PLAY VOLUME statement. Added NO DRUMS syntax to PLAY. Added MUSIC JUMP statement. Added MUSIC.PLAYING expression. Added CALL statement (like USR but outside expressions) DATA allows for string literal. DO statement followed by colon now isn't taken as label. Corrected bug in PAL detection. Updated constants.bas (corrections and new constants for Coloured Squares mode) and keypad.bas sample. Added contrib/ColouredSquares.bas a sample of drawing lines in Coloured Squares mode by GroovyBee. Added samples/bats.bas (animated bats) Added samples/envelope.bas (using envelope sounds) New in version 1.2.6: Detects when PROCEDURE isn't finished at end of source code. Also starting a new PROCEDURE without closing the previous one now is an error instead of a warning. Added DATA VARPTR to allow arrays of pointers to arrays and/or variables. Generates warning when using DEFINE and requesting more than 16 GRAM to define. Internal: the mode_select variable now preserves in bit 0 the actual mode. Solved bugs in multiplication by 126 and 127. Solved bug in usage of JLP acceleration. (wrongly cached registers) Corrected contrib/clowns.bas (catsfolly) it broke with a change in constants.bas Added contrib/Gram2GromFont.bas (GroovyBee) showing how to take the GROM font and creating an entirely new font. Added contrib/TinyFont.bas (GroovyBee) showing how to display 40 columns using a 4 pixel wide font. Added manual notes about assembly language conventions for USR and CALL. New in version 1.2.7: Allows to concatenate lines using the character \ at the end of a line. (suggested by GroovyBee) Now optimizes access to arrays when using same index even if different array or offset. (double speed in common cases!!! intvnut suggested it a long of time ago) Solved bug where DEFINE VARPTR swallowed one extra lexical component. Solved bug where 1024-x*x generated wrong code. Solved bug where PRINT "string" as first statement would write in non-screen memory. Minor edit in manual (definition of BORDER) New in version 1.2.8: Added DATA PACKED for strings, same as DATA but fits two characters per word. Added OPTION EXPLICIT to force declaration of variables using DIM (without index), for example DIM A,B Added OPTION WARNINGS to disable compilation warnings. Warns about strange use of constants in FOR/NEXT Changed CC3/JLP memory flags to "=RM" for as1600 (needed for LTO-Flash) Solved three minor bugs. (optimization: reused register already trashed, weird expression a<5>b crashing, array optimization would trigger as1600 error because of "big" constant) New in version 1.2.9: Moved screen clearing at the very start of program to avoid brief title screen in Sears Intellivision. Added missing C7 note in internal tables. Solved MUSIC.PLAYING failing with MUSIC JUMP. More optimization saving flags state across instructions. Solved bug in PEEK optimization when source address was incremented between two PEEKs. More indications in manual, including documenting CONT3 and CONT4. VOICE.AVAILABLE for checking Intellivoice available. VOICE.PLAYING for checking Intellivoice playing. Solved several bugs in IntyColor and added some new features (replacement of color, generation of cards without checking duplicates, and process of images in chunks of 16 pixel high for MOB generation) Enjoy it! intybasic_compiler_v1.2.1.zip intybasic_compiler_v1.2.2.zip intybasic_compiler_v1.2.3.zip intybasic_compiler_v1.2.4.zip intybasic_compiler_v1.2.5.zip intybasic_compiler_v1.2.6.zip intybasic_compiler_v1.2.7.zip intybasic_compiler_v1.2.8.zip intybasic_compiler_v1.2.9.zip
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Just curious what I could use or if I could get a replacement cord for an intellivision 1 and possibly if someone wants to help how to connect the cable? I haven't even opened it up yet to take a look. The system is out of the city at the moment but wouldn't mind some advice. Thanks.
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Intellivision System III with 100 Games, no duplicates. System and games are tested and working. Complete in box Intellivoice module included. eBay Auction -- Item Number: 283151521747 Game list to come but all games are shown in the photo above. PM me with any questions.
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i didn't found something like that here (so quickly) so i thought why not make a hitlist of the worst intellivision games post here what you think is complete tard but give a short reason why you think that it is tard. i will start: no. 2) coleco Donkey Kong, i never liked it even when i owned it, i played it rarely, the controls are poor this was what displeased me most back then. no. 3) Pac-Man, same here, the controls are poor, if i compare it nowadays to the atari vcs release (no one i knew had a vcs), it's not that bad especially for the graphics, but i didn't played it often when i was young. besides, in both games i'm not good, even for the arcade originals. why do i bought them? because i ordered them for a fraction of the price from HK. no. 1) Zaxxon, even in the same shipping from HK, i was totally displeased, i liked Zaxxon in the arcade i nearto never played it at home. i ordered them blind the schedule i had had no pictures in it, a bareboned listing of available games typed on recycling paper (with a typewriter, recycling paper? no it was dark red, hard to read not to see when one would shine through with a light), many games was simply scored out with a ballpoint, i had to send that schedule back and after transferring the money i received the games. don't ask me i only know it was a grey import, unofficial, illegal, but to find new games for my console was more then just difficult in switzerland. mostly all coleco and parker was available, most intellivision games was scored out. so i decided simply by the name, this i know and that one i know. i guess that's already all which i didn't liked to play, the rest whatever and however simple they was i liked to play. i even liked to play that stupid racing game from triple action, i must have been very lonely back then. sometimes, because i haven't had so many games to choose from before i ordered the bunch from HK, i even played two player games alone, that's how i got good in soccer, i played it solo. i had the infamous chess, and i played it, i'm not a good chess player and sometimes i just entered a chess problem and watched the inty solve it. Jürgen, my buddy liked to play chess, but one day i smashed the chessboard on his head, i guess that was the last time we played chess yes, i was agressive, couldn't stand losing, violent-tempered. a well known plant helped me to leave that behind me.
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Intellivision IntyBASIC Programming Contest 2018 Welcome to the second IntyBASIC game programming contest held on AtariAge (thanks Albert!). The contest is open to all IntyBASIC programmers and is sponsored by Rev, cmart604, intvnut, nanochess and Albert. Further prizes are being offered by Rev and cmart604, and awards will be given to entries that place 1st, 2nd and 3rd respectively. Drop us a PM if you'd also like to help out with some more prizes! THE RULES So you can get started, the basic rules are laid out below: The competition starts Thursday 1st of February 2018 and the deadline for submissions is 00:00 GMT on the 1st of September 2018 (midnight on the 31st of August) - this gives you around 7 months of development time. There will be no competition unless a minimum of six entries are submitted by the deadline. Your game(s) must be developed in IntyBASIC v1.2.9 and use the default prologue/epilogue files. The assembly language statements allowed within your game are the ORG statement so that you can develop a larger game and the CFGVAR statement to introduce metadata. However, bank switching is not permitted. All submitted games must meet the entry criteria to be valid. The games submitted do not necessarily need to be new, but must be your own work, not sold commercially or released in cartridge format previously. NTSC must be supported, with additional PAL support optional (but encouraged). The maximum number of single entries from a person or group is set at three. If more entries are made, the applicant has the opportunity to replace a previous entry with a new one. The 1st prize winning game may be published by Intellivision Revolution (should its developer enter into an agreement to do so). This matter will be discussed privately with the parties concerned and if an agreement is reached a public announcement will be made later. There will be a panel of judges (announced in full over the coming weeks), and entries will be scored on a points basis across several criteria. The decision of the panel is final. All game ROMs below 1st prize (2nd, 3rd etc.) will be published in this forum after judging has been completed. However, if the 1st prize game is to be published by Intellivision Revolution its ROM will be distributed after game sales have completed. All entries must be submitted via email to contest@intybasic.com by the closing date, entry should indicate clearly if source code is to be published at end of contest. The judges will declare the results of the contest by 12:00 GMT on the 30st of September 2018. GAME ENTRY Each entry into the contest must consist of the following items to be valid :- Game image in *.rom or *.bin+*.cfg. Brief instructions on how to play the game. IntyBASIC source code (and any required data files). Instructions on how to build the IntyBASIC source code (must be made with IntyBASIC compiler v1.2.9 in order to obtain same ROM file). As part of the validation process, each entry's source code will be built using its instructions and the final binary produced must match the submitted binary image 100%. Any entry that fails this criteria will not be judged. It is not necessary for any contestant to publish the source code to their entry. However, if they wish to do so putting indication in entry e-mail, they will be awarded an extra 5 points. Competition contestants are free to discuss their game's progress, provide source code, uploading concept art, GIF, videos and WIP ROMs and to also help other contestants should they wish to do so. For this, we encourage they to start a thread in the official contest forum with this title "Entry 2018: [name of your game]". Your entry must be submitted via email to contest@intybasic.com by the competition's closing date. THE JUDGING PANEL The panel of judges is as follows :- Albert Yarusso (Albert) -^Cro§Bow^- DZ-Jay. GroovyBee Intymike mthompson Oscar Toledo G. (nanochess) Tarzilla Judges are not permitted to enter the contest themselves. However, they are permitted to answer technical questions and provide assistance to applicants publicly when required. intvsteve will validate the entries. His role is to ensure that only the permitted assembly language is used in the game and that an exact game binary can be produced. SCORING SYSTEM The criteria that each game will be evaluated on are: Originality (1 to 10) - Is the game based on a new idea or a twist on an established design? Concept (1 to 10) - Quality of game design. Execution (1 to 10) - Execution of design, taking into account controls, NTSC/PAL compatibility. Graphics (1 to 10) - Quality of graphics and animation. Sound (1 to 10) - Quality of music and sound effects. Presentation (1 to 10) - Overall presentation. Game play (1 to 10) - A measure of how enjoyable the game is to play. Lasting Appeal (1 to 10) - Replay value, addictiveness. Source code (5) - These points are awarded to any coder that publishes his/her game's source code publicly. When the panel has scored each game accordingly, the totals for each criteria will be added together for each game to give it a final score. PRIZES First prize: Optional: CIB publication with Intellivision Revolution Single copy of game in cartridge. (intvnut) One game to be choosen from Copter Command, Moon Blast, Missile Domination, Jawcrusher, Oregon Bound or IntyBASIC Showcase Vol. 1 (rev) One Intelliwear shirt to be choosen from https://shop.spreadshirt.com/thompson/ (mthompson) Evil Rick and Morty construction set, 99 pieces. (nanochess) Whole 80s setup as it might have been back in the day with a mini Intellivision-like Lego model, the 80s style Lego coffee table, and a glorious 80s style retro television Lego model to complete the setup. (-^Cro§Bow^-) Second prize: Single copy of game in cartridge. (intvnut) One game to be choosen from Copter Command, Moon Blast, Missile Domination, Jawcrusher, Oregon Bound or IntyBASIC Showcase Vol. 1 (rev) One Intelliwear shirt to be choosen from https://shop.spreadshirt.com/thompson/ (mthompson) Smith garage rack construction set, 109 pieces. (nanochess) Mini Intellivision-like Lego model plus an 80s style Lego coffee table for the mini Intelly to sit upon. (-^Cro§Bow^-) Third prize: Single copy of game in cartridge. (intvnut) One game to be choosen from Copter Command, Moon Blast, Missile Domination, Jawcrusher, Oregon Bound or IntyBASIC Showcase Vol. 1 (rev) One Intelliwear shirt to be choosen from https://shop.spreadshirt.com/thompson/ (mthompson) Discreet assassin construction set, 54 pieces. (nanochess) Mini Intellivision like Lego model. (-^Cro§Bow^-) Note: These rules are based on RGCD's Programming Contest 2014 rules and are used with permission. DEVELOPMENT The development tools and emulators needed to create and play your games can be found here.
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The 15th Anniversary Intelligentvision Catalog is off the press and ready for delivery. What's new? It includes 27 games that were released on cartridge through 2017 plus two more that were digital ROM releases. Screens and graphics for all of the games have been updated to make the colors more "TV accurate." The previous catalogs have been retired. This is the definitive Intelligentvision catalog! The price is $7.50, which is less than the 2015 catalog even though this new booklet is 4 pages larger. Postage is based on the number of copies ordered and their destination. I think I've got it estimated pretty well, but I'll make adjustments if I'm really off. To order, head over to my Intv Extras website: www.markthompson.us/intellivision Thanks Intvdave, Rev, and all of you for making this possible.
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From the album: RetroElectroDad Game Collection
I've always loved playing Boulder Dash and this is a fairly recent release for the Intellivision.© Trevor Briscoe
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From the album: RetroElectroDad Console Collection
My Intellivision playing Pitfall!.© Trevor Briscoe
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For a while, anyway. Even as a kid, I was disappointed by Space Hawk. It seemed sluggish and repetitive. The only way to play it was with autofire unless you wanted to destroy your fingertips. As I've bragged about in other threads, I own a grips03 custom Sega Master System-to-Intellivision controller adapter. (I believe he is now making a Sega Genesis-to-Intellivision controller adapter.) I have been waiting for a proper arcade stick to pair with it, and I finally got a Battlestation II last month. I thought I would give Space Hawk a go with this new setup. Long story short, I'm impressed. The game becomes somewhat challenging at higher levels. The bubbles home in on you pretty quickly, and there are new foes such as the giant amoeba. I used fastest speed, manual fire, direct movement (no drifting), and quick rotation. The latter two options take some getting used to, but they give you precise control over your guy. I consider myself an average twitch gamer, and I scored 500,000+ points with this setup. I had 84 lives left when I quit. Took me a little over an hour. I may go for a million when I have more time to spare. Video (about 3 minutes) shows you how fast the game is at this level.