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As you may (or might not) know, Coleco was supposed to release Vanguard for the ColecoVision back in the 80s It sadly became one of the many vaporware announced by Coleco For years, CollectorVision strived to release prototypes, unreleased and vaporware games announced by former Coleco In fact, we made it our very own commitment! Well, today I'm happy to announce yet another former vaporware game! That's right! We're finally bringing Vanguard to the ColecoVision, and we're very proud to bring you to MOST ACCURATE home conversion of Vanguard! It even includes the famous original speech synthesis, music and sfx We're also not afraid to tell you it compares in term of quality to Pac Man Collection and Mario Bros CV version, in other words..... it's arcade perfect! Yes, it is that much good!! The cartridge is 128K and is packed with full goodness! What else can I say, other than you'll have to play it to believe it! ''The best is yet to come''
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Is it true that the Mario Bros. (1983) port for the Atari XL computers was never actually released? If so, then that means there were virtually no official computer-based ports of MB at all, at least not here in the USA (prior to the 1988 Atari XEGS port, which itself was an improvement on the original 5200 cartridge port and with audio inspired by the Nintendo FamiCom/NES version of the same game). It would also mean that the so-called "XL" ports of the game I'm seeing was just the 5200 console version's ROM burned onto other media. The unreleased pre-1984 ports (USA): Atari XL (just a transfer from the 5200) Apple II (partially finished) Commodore 64 (finished) Pre-1984 ports of Mario Bros. that were released in the USA: Atari 2600 Atari 5200 Post-1984 ports (USA availability): Nintendo Entertainment System (NES) (also was a bonus mini-game within Super Mario Bros. 3) Atari 7800 Atari XEGS Super Nintendo Entertainment System (as a bonus mini-game within Super Mario Bros. 3) Game Boy Advance (as a bonus game on all four Super Mario Advance titles, and Mario & Luigi: Superstar Saga) ~Ben
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Dreamware SIDTIA Tracker I've been working on a Tracker sequencer for the Commodore 64 Atari emulator to add fantastic Commodore sound to Atari 2600 games. The incredible SID The Commodore SID chip is a sophisticated subtractive analog synthesizer with programmable waveforms, ADSR envelopes and analog filters to create harmonic resonance effects between three oscillators. Here is the D64 with a BASIC prototype and an Assembly Beta version: ataric64d2.d64 The BASIC prototype programs the SID registers from a tuned TIA Chiptune to create complementary waveforms and special effect sounds. The Assembly version in the Atari 2600 Emulator additionally programs two of the analog filters on the SID creating harmonic resonance between the voices. There are two Atari 2600 games on the D64 image with advanced soundtracks that mix with the gameplay to sequence Cannons, Arpeggios and other musical structures to compare, Fluid City and the New Space Invaders: NewSpaceInvaders.bin FLUIDCITY_B_Side_PlusCartClub_ThrottleControl.bin Which plays better the real Atari hardware or the C64 Atari emulator? I can't decide, but it's a lot of fun playing them both back to back if you have both systems! Both sound awesome on the Atari and on the C64 Atari Emulator, but they have a distinctive sound that is different and I think the C64 is enchanting. Playing Atari games with SID filter effects is a captivating experience! The SID is such an incredible Sound Machine that a real Commodore 64 is needed to fully hear analog filter effects, or an Electron SIDStation: The SID is used in electric instruments like this high-end Sound Machine used by professional recording artists. SIDTIATracker design was inspired by the SIDStation Sound Machine to program the ADSR envelope and wave form registers and apply two of the analog filters.
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Trying to find more information and photos about the line of telephones Atari was working on in the early 1980s. It's fascinating stuff, but Atari Museum has very little information. Does anyone know where the prototypes have gone (thinking the trash, but hoping otherwise)? Are there more, higher quality photos? Did the kiosk ever make it out of the Atari offices? Thanks all!
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ColecoVision Brotherhood - To Serve and Preserve!
retroillucid posted a topic in ColecoVision / Adam
This is the thread I'm going to use to release any ColecoVision Unreleased/Prototype/Vaporware games (or rom files, if you will) The ColecoVision Brotherhood is composed of a few members here who put their money together (sometimes alone) to buy ColecoVision prototypes to release them to the public, so anyone can finally enjoy them! If you have any unreleased prototypes, please contact me We're offering very good $$$$ reward for any unreleased games! PS: Feel free to contribute to this thread!- 15 replies
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We're about to release a previously unreleased ColecoVision vaporware! Vapowares/Prototypes/Unreleased games are really my thing In fact, my goal for 2019 is to release as many of those as possible I'll soon post more informations about it! Stay toon! You can follow us here!
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I was looking at the picture of the 7800 computer that never materialized. http://www.atarihq.com/museum/2678/7800key.html It looks to me to have been nothing more than a modified XL that attached through the joystick port to the 7800. I wish there was more info on it but creating such a device would be doable. A cartridge on the 7800 for direction and all the peripherals would hook to the attached computer. The computer would be nothing more than a fancy dumb terminal. IF one could create a cartridge for the 7800, this could be done with a current XL or XE, just turn off ANTIC as it would not be needed. Wish had more info on the thing.
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There was a post on here back in 2014 about 3 different people (groups?) working on Tunnels & Trolls, a ColecoVision game that never happened. There have been a few pictures and screenshots over the years leading us to believe that it was almost completed way back when. I'm curious, does anyone know who and if someone is working on it? This looks like it could have been on a standard cartridge: And this looks like it could have been a Super Game: Either version looks FANTASTIC!
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Were there any ColecoVision titles that were never released, for reasons other than the general effects of the 1983-84 video game crash? One of these non-crash-related reasons could be: the title was not released because the graphics couldn't be made sufficient to fit in a 32K ROM cartridge, which was the maximum size for all ColecoVision cartridge-based media. I wonder if the such planned for late 1983-early 1984 releases like AtariSoft's Pole Position, as well as Parker Brothers' Circus Charlie license, were cancelled for this particular reason (the graphics couldn't be made sufficient for a 32K ROM)? The only media for the ColecoVision larger than cartridges were the ADAM digital data packs, which was why there were improved ports of Donkey Kong and Donkey Kong, Jr. available. ~Ben
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It's taken me a lot longer than I first expected to try and answer this. I know at the time that I believed a gap was left in the Home Computing market without the Amiga's /ST's etc and the PC was a clunky replacement at best. I wanted something that was fun to use that appealed to game players/coders/ content creators and so did a lot of others. Looking back problems were many: 1. Funding - the balance between running a computer business/part-time lecturing and funding a start-up was too much to achieve. Investment was next to impossible to find and what was particularly frustrating was the lack of believe many of the funding gatekeepers had (you'll never compete against Microsoft etc) 2. The Phoenix Consortium - Nice idea but too many hobbyists and not enough really committed developers - Next to impossible to tell the difference. Credibility was a problem - at the time QNX was supposed to be on board yet QNX UK had heard nothing about the consortium which didn’t help credibility 3. Focus - too much time spent discussing and negotiating with the community rather than just getting the prototype complete 4. Developers - Applications, Games etc - not enough done to work with Developers on what they wanted and needed I'm sure there were lots of other problems and I'd be interested in comments from anyone who was around the Amiga Market at the time (or part of the phoenix consortium) Barnie
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It's been sometime since a previous start-up Company I owned had been involved with something called the phoenix platform consortium - the idea behind the consortium was to bring together users, developers, Amiga Companies and investors to create the next generation of computing to replace the void that was been created by the Curse of the Amiga . I always see the Amiga as been the successor to the Atari 8-bit's and in some repects the Amiga 500's and Atari ST's were the game consoles of that time i.e 1 floppy disk to load and play was very similar to inserting a cartridge and turning on. I would say that a large percentage of owners of these systems only had them to play games. Over the next few ramblings from me I want to look at what went wrong with our attempts at creating a new system, why I don't think computing particular for fun with games doesnt have to be windows and whether its too late to have a new system in the market (I remember reading an interview with Nolan Bushnell sometime ago that at some point games consoles will be open source - with the developments in open hardware and "hobbyists" creating new systems that time may be arriving soon) As to this blogs name? its taken from an article by John Chandler sometime ago about the RealityStation : This is Reality Control the system ideas2reality were developing at the time. Barnie
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