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  1. ZeroPage Homebrew LIVE every Tuesday & Friday Streaming the very best of Atari 2600 HOMEBREW games, LIVE on Twitch! SUBSCRIBE & WATCH: Twitch Livestream | YouTube Archive WATCH THE NEWEST STREAM (Click on Date to Watch): 20200911 Let's Play: Railslider (Exclusive WIP Update), R.C. Sumo Bots (WIP), Ms Galactopus (High Score Club), City Defence (High Score Club), Doggone It! (High Score Club) UPCOMING LIVESTREAMS on TWITCH (Click Time Listing for Your Local Time): -= SHORT BREAK FOR HOUSE RENOVATIONS =- 202010xx Let's Play: TBD, Don't Go (WIP), Shadow Reflex (WIP), Astronomer (Patch Attempt #2: ?/20) (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 202010xx Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 7PM GMT) 202010xx Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 202010xx Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 202010xx Let's Play: TBD (LIVE @ 6PM PT | 9PM ET | 1AM GMT) 202010xx Let's Play: TBD (LIVE @ 12PM PT | 3PM ET | 7PM GMT) ... 202010xx Interview: Developer Spotlight: John Champeau (Champ Games) (Live Video Interview!) + Unboxing of Zoo Keeper 202102xx Event: 3rd Annual Atari Homebrew Awards Presentation! ARCHIVED STREAMS (YouTube): 20200908 Let's Play: PlusCart(+) Wifi Multicart Special, Internet Combat (Exclusive WIP Premiere) 20200904 Let's Play: Stratovox 2600 (Exclusive WIP Premiere), Demo Platformer (WIP), Zombie Crisis (WIP), Headkicker 2.0, H.E.R.O. (Patch Attempt #2: 57755/75000) 20200901 Let's Play: BBlocks (WIP Update), Knight Guy in Low Res World: Castle Days (WIP Update | 7800), Beamrider (PATCH EARNED! 46582/40000) 20200828 Let's Play: Popeye 7800 (WIP | 7800), Robotron: 2084 (Exclusive WIP Update), Spire of the Ancients (WIP Update | 7800) 20200825 Let's Play: Omegamatrix Menus for Classic 2600 Games (Asteroids, Championship Soccer, Combat, Hangman, Indy 500, Space Invaders, Super Breakout, Video Olympics, Warlords, Outlaw (Exclusive WIP Premiere) 20200821 Let's Play: Deep Space (Exclusive WIP Premiere), Cave Run, Bert (WIP), Barnstorming (PATCH EARNED! 33.02/33.3s on Game 1) 20200818 Let's Play: Zeviouz (Exclusive WIP Premiere), Frantic (Exclusive WIP Update), Oink! (PATCH EARNED! 32,168/25,000) 20200814 Interview: Developer Spotlight: Darrell Spice Jr. (Spiceware) (Live Video Interview!) MORE ARCHIVED STREAMS (2018-2020) 2020 List of Completed & WIP Games: Atari 2600, Atari 8-Bit/5200, Atari 7800 Future Episodes & Games: HOMEBREW, IMAGIC & ACTIVISION PATCH CHALLENGES
  2. Hi everyone. For the last 20years I have had a keen interest in the the old 2600. I've previously had to part with a few that didn't work. I have now got a couple more that want to work but need a little help and I thought it's about time I learnt how to fix them. Here a the videos of the screen. Ones very fuzzy and the other just shows the space invaders image What bits do I need to replace? Any pointers would be appreciated.
  3. Sega Genesis adapter for Atari 2600/7800 (WIP) Button A : Fire (2600 / 7800 ) Button B : Top/Thrust (2600) / Left button (7800) Button C : Front/Trigger (2600) / Right button (7800)
  4. So, it's time for a new release of Stella. This time we're trying to do smaller releases a little more often, rather than having a 6 month - 1 year gap between them. So the changelog will be shorter. There are changes all across the board. Some new bankswitching schemes, some debugger/developer improvements, UI improvements/re-arrangements, etc. Also now implemented is the ability to change the phase shifts for generating the TIA palettes, and the ability for PAL games to use 50Hz fullscreen mode (when supported), to reduce judder. Anyway, here's the full changelog: Added interactive palette to Video & Audio settings. Added 'Custom' palette, generated from user controlled phase shifts. Added that adjustable audio & video settings are displayed as gauge bars. Added four global hotkeys which allow selecting and changing numerous audio & video settings without having to remember the dedicated hotkeys. Added 'Turbo' mode, runs the game as fast as the computer allows. Added that paddle centering (per ROM) and sensitivity can be adjusted. Added that mouse sensitivity for Driving controller can be adjusted. Added paddle filtering in UI to avoid unwanted navigation events. Added selectable dialog fonts. Added separate positioning of launcher, emulator and debugger. Added optional display to game refresh rate adaption in fullscreen mode. Added option which lets default ROM path follow launcher navigation. Added debugger 'saveaccess' function, which saves memory access counts to a CSV file. Added displaying last write address in the debugger. Added debugger pseudo-register '_scanend', which gives the number of scanlines at the end of the last frame. Added detection of color and audio data in DiStella. Restored 'cfg' directory for Distella config files. Added TV Boy and 3EX bank switching types. Removed unused CV+ and DASH bank switching types. Added support for loading grayscale PNG images in the ROM launcher. As usual, Stella can be downloaded from https://stella-emu.github.io/downloads.html, and donations are appreciated at https://stella-emu.github.io/donations.html. Please report any bugs directly to Github (https://github.com/stella-emu/stella/issues) or here.
  5. Hello everyone I'm in the process of building a VCS based hardware clone from scratch and have a few queries; I am going to replace the 6507 with 6502 (to get full 64k addressing + hardware interrupts + phi 1 and phi2 clocks ) and adding 32k of extra ram like the super Atari project (site is down but thanks for the wayback machine http://bit.ly/2FHlAH7) But these "NEW" eBay 6502 cpus (http://ebay.to/2DzjYJC) should work, or are these new chips like 65c02 in that the silicon has been altered due to "modern manufacture reasons"? And what's the highest clock speed available on a 6502? Also can you place some asynchronous buffer sram [cy7c408 = 128byte sram fifo memory] (http://bit.ly/2HGAAlm) between the data lines on the tia and 6502/7, so that the when the TIA Is drawing the data is already in the buffer, and all the cpu needs to do is correctly send the corrects address locations relevant to data stored in the buffer? (i.e instead of cpu calculating the display every scan-line you simply write a few scan-lines of image data into the buffer before The TIA begins to draw, then just correctly address in the order of whats stored in the buffer and do program logic) Since the [cy7c408a] is dual ported with asynchronous R/W, means you can just clock the output data [DO0-DO7] bus with the 1.19MHz clock from the TIA, iirc the TIA doesn't tend to like bus speeds higher than 1.19MHz? Then this should allow one to overclock the 6502 with for simplicity of counting cycles a multiple of the [ntsc] color-burst [TIA] clock ( i.e being able to have 684 cpu cycles per scan-line {using a 6502 clocked @ 10.75MHz = ~3x the TIA clock } instead of just 76 cycles) in such cases also sacrificing [native 2600] compatibility for increased cpu speed and more time for crunching instructions. I would also assume having the TIA reading the buffer @ 1.19Mhz would present in situations a bottleneck as well (when "drawing" to the TIA)? Since you can write data faster to the buffer than its being read (if the CPU is overclocked)? Since it seems the cy7c408 operates similar to a giant shift register, once its written you have to wait until data to reach to the TIA before it you write new data?? Can you just fill the buffer with 128 bytes of scan-line/sound data for the TIA, then handle the TIA addressing, and just fill the buffer as its being emptied, and essentially have 128 bytes of "VRam" (well more like Video buffer)? Also Can NMI be used instead of RDY, so that when the tia begins a new frame, wsync simply have the TIA tell the 6502 to "Stop, Pause , Go and do Display routine and then come back here", instead of just halting the cpu? Aswell i have a few microchip and avr (atmega8515) mcu's laying around wanting to be used for something and with a both MCU's, it's instructions are pipelined so that it takes effectively 1 cycle to load and execute data or decode and execute an instruction, except iirc when changing the program counter which iirc takes 2 - 3 cycles, So you don't have wait states [i.e iirc if using a z80, thats takes 3+ cycles for most of its instructions which is why they have such high clocks]. Is it possible to use the atmega or 18f4550 as sort of display controller for the TIA having the MCU handle reads from the buffer instead, and handle writing the data to the TIA, and use the atmega8515 to emulate the RIOT? Is it possible to emulate the Riot but with 256 bytes of ram? iirc RIOT ram is in page 0 so is faster to access than the 32k of extra ram? Plus is it possible, using A12 and A15 with a 74hc138 and a logic gate or two as a way to partially decode address to swap between cartridge space and 32k ram, so one can simply keep some compatibility, simply if A12 is high and A15 low then cartridge ROM is accessed, and if A15 is high in any case 32k Ram is Accessed? just building it to just play 2600 games isn't really hard (it was done from 1977 to 1992 literally millions of times), and seems a little redundant to me, I just figured since you can build your own 2600 compatible hardware clone for less than $50 in parts shipped, why not beef it up for some shits and giggles like a dev kit, have 256k of rom space and 32k ram, 6502, if possible using an MCU or 2 as an "In Hardware display Kernel", as well as emulate the riot, And CO10444D. why you ask? Because i i'll have the only atari "super" VCS with full USB 2.0 support (upto 12Mbit/s if I do use the 18f4550 lol) and plus i can really push the hardware to the limit see what it can do with some actual "power" behind it
  6. Selling off my Atari 2600 collection as a lot. Here's what's included: Atari 2600 black "Vader" console with power cable and computer/TV switch. Clean, tested and working. Two joysticks Pair of paddle controllers Atari Game Center system/cartridge/accessory organizer (cracked across the top) 58 Games: 3D Tic-Tac-Toe Adventure Air-Sea Battle Amidar Asteroids Astroblast Barnstorming Baseball Berzerk (x3) Bowling Boxing Chopper Command Combat (x2 - one label is real bad) Decathlon Defender (x3) Demon Attack Donkey Kong ET the Extra Terrestrial Football (x2) Frogger Golf [Tele Games] Gopher Gorf Grand Prix Home Run Jungle Hunt Kaboom! Laser Blast Maze Craze Megamania Missile Command (x3) Pac-Man Phoenix Pitfall Pitfall II Lost Caverns Raiders of the Lost Ark RealSports Baseball RealSports Tennis Skate Boardin' A Radical Adventure Solaris Space Cavern Space Chase Space Invaders Space War Star Wars The Empire Strikes Back Starmaster Tennis Vanguard Winter Games Yars' Revenge Manuals/Paperwork: Activision spring 1982 video game cartridge catalog Activision cartridge warranty sheet Atari 2600 VCS manual Atari catalog Barnstorming instruction manual Combat instruction manual Grand Prix instruction manual Laser Blast instruction manual Pac-Man instruction manual Space Chase instruction manual Video games by Apollo pamphlet Asking $225, price does not include shipping (will be actual cost to you via USPS Priority Mail). Please message me with any question or to buy. Thank you!
  7. https://www.mickmuze.com Hey everyone, I'm Mick. A little while ago I decided to try and learn batari Basic and finish what I hope would be considered a good game in 30 days of programming. I kept a daily journal as I did this and the game is now complete. I am currently working on creating the artwork and designing the manual but thought I would release my development notes as a blog in the mean time. So the link to the daily blog is above if you are interested. Cheers Mick
  8. I’ve got a junior that turns on fine. You see the game, but it’s as if the signal is not fully lined up with the channel selected. I’ve tried different channels, gave it a cleaning, twisted the red thingie to see if that would help, asked politely but nothing’s made a difference. I also tried to find what’s always referred to as the chiclet looking film capacitor on earlier models but not having luck. Any experts know if there’s a specific that seems like an obvious fix?
  9. Hello all, I'm looking to modify my Hyperkin Ranger controller to make it fully compatible with all my 7800 games. It looks like all the pins are in use already. Can anyone give any suggestions on how to add a second fire button?
  10. Hi folks, I am new at AtariAge. Months ago, I've got an AV-modded european Atari 2600 Jr. (Rev. F board) in a great condition for cheap. However, here at my country (Brazil), PAL-B compatible TV sets are rare to find. The closest color system that is supported by most TVs is PAL-N (PAL variation used in Argentina and a few more countries in South America). I tried to replace the 4.433618 MHz XTAL with a 3.582056 MHz one, but that gave me no colors in any PAL-N compatible set. Also tried to replace the 3.546894 MHz one with a second 3.582056 MHz XTAL, but still gave me nothing but B&W picture. Is there something I can do to make this console output PAL-N? Both systems are 50 Hz and have the same resolution, so it should work somehow. Thanks a lot!
  11. Hi, I’m new here. Trying to get back into the Atari 2600 scene. Does anyone know a good source to buy cartridge shells (cases) so I can fix a few of my broken games? thanks!
  12. Just wanted to make a post in which I can share my channel with others. I cover a ton classic consoles, oddball items, as well as newer games. Come check it out! https://www.youtube.com/user/swlovinist
  13. Carpenter

    Rally Racer

    Hello everyone! I'd like to introduce you the new release from More Work games: Rally Racer I have made a post on "Buy, Sell and Trade" section (http://atariage.com/forums/topic/289764-rally-racer-new-release-from-more-work-games/). Please check there to see pricing and more details. The initial batch of 50 numbered copies is gone but you can still get the non-numbered series. Gameplay: Don't miss it! :-)
  14. Hey I was watching Ben Hecks portable single chip Atari video. He showed a brief image of the bottom vents with a couple sentences on how to spot it. I got curious and started looking at my Jr. It kinda looks like his image... Im not sure it wasn't great instructions. I was going to open it but its never been opened before and I don't want to pierce the serial number label. Anyone got a sure way to spot one without opening it. Perhaps certain serial numbers, or physical differences in the casing or labels. Let me know if any of you have knowledge of this.
  15. First of all Thanks to all who participated in the 2020 Harmony Games, We will return next year a month after 2020 Atari Awards winners are announced. Now without further adieu we give the final leader board scores for the 2020 Harmony Games: James (ZPH) 37pts Tanya (ZPH) 29pts Arenafoot 28pts Congrats to the top 3 here are the rest of leader board Charles Wieland 26pts Dan I (AVC) 17pts Thomas Jentzsch 11pts Aerlan (ZPH) 9pts keebz 9pts Darcy (ZPH) 4pts
  16. Time to announce the forth and final game of the 2020 Harmony Games Tournament Which is Galagon which won for Best 2600 Homebrew in the 2019 Atari Homebrew Awards Play on Standard setting Difficulty switch A (No- Auto-fire) Scores only after 1st stage will be counted play up til stage 8(in the demo it only goes up to stage 8 and resets back to 1) (As there is no public release of the finished rom we are going using Version 2 that was used in in the 2019 Atari Homebrew Awards which can be found here (instructions can be found here (from Version 1 post) and here (from Version 2 post)) This round Starts June 9th,2020 at noon Central and was originally supposed to end on July 11th at 6:00 pm Central right after Video Game Summit 2020 was going to end as we planned to have copy of the cart at the show to use for a prize. but due to pandemic we canceled the show. So we extended the deadline till July 13th at 2:00 pm Central Good luck ------------------------------------------------------------------------------ James (ZPH) 75,890 10pts keebz 68,830 9pts Arenafoot 62,350 8pts Charles Wieland 52,860 7pts Tanya (ZPH) 36,270 6pts Dan I(AVC) 15,580 5pts Darcy (ZPH) 8,560 4pts
  17. Hi, My first game, so I thought I'd share it in my first post I wanted to create an Arkanoid-style game for the 2600 that that improves on Breakout. Key requirements were: - Have many individually designed levels (unlike breakout which just has a solid wall). - Bricks should be displayed as individual blocks with horizontal division, not just solid rows. - Have bonus objects falling down the screen that can be collected. - Have an enemy that moves about the screen. - Fit into 4K for physical cartridge release. It's been a bit of a challenge squeezing it all into 4K and within the available cycles. However, after a lot of optimisation and many re-writes, it's done and *just* fits, although the sound had to be compromised. It's been a bit of a learning experience I've have thoroughly enjoyed working within the limitations of the hardware and the programming environment. 4K rom is attached. Hope you enjoy it. Let me know what you think. brik.bin
  18. Hello Atari owners and modders. I'm trying to add an audio / composite output on my "new" atari 2600 (NTSC 4 switch), but I can't obtain any image... The console worked yesterday with RF output, but with no sound and a really weird/dirty b&w image. That's why I decided to add an A/V mod to permanently solve the problem. I think I choose the cheaper solution: 2 resistances and 1 transistor, similar to the easier-7800-composite-video-mod My circuit is the same as the solution proposed by brighty83 for a PAL version here (down of the page):http://retro.mmgn.co...ari-2600-AV-Mod I found the same cicuit on ebay, sellers detail the process on their installation guides for NTSC versions: http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&pub=5574883395&toolid=10001&campid=5336500554&customid=&mpre=http%3A%2F%2Fwww.ebay.com%2Fitm%2FAtari-2600-7800-Composite-Video-Mod-Upgrade-Kit-DIY-%2F300592126324 (see Installation Guides for atari 2600 4 switch) or http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&pub=5574883395&toolid=10001&campid=5336500554&customid=&mpre=http%3A%2F%2Fcgi.ebay.fr%2FAtari-2600-A-V-Composite-Video-Mod-Kit-NTSC-PAL-DIY-%2F181042624250%3Fpt%3DLH_DefaultDomain_0%26hash%3Ditem2a26fb36fa installation guide: http://www.filedropp...stallationguide (page 10 for NTSC 4 switch) Here is the circuit (sorry for the poor image quality): Video out and GND ---> Video RCA Audio out and GND ---> Audio RCA As mentionned on guides for NTSC 4 switch, I removed the RF box, Q202 and R209: The sound works well, but no images, it's so sad... I don't know what to do, and I'm dying about playing with it, in good conditions I mean. Some of you tried this mod? any idea ? Fujisama
  19. Time to announce the third game of the 2020 Harmony Games Tournament Which is Amoeba Jump which won for Best Homebrew < 4K in the 2019 Atari Homebrew Awards We are going to be using version 1.3 of the game which can be seen here (instructions are also there) as there is no difficulty settings or different levels in this game we will accept scores past 45 points (this is determined after a few plays I did that 45pts is what you get on first screen before the first spring shows up) play until you die and submit your best score as according to what I said above. Post your Scores in this thread only I will update the Scores in this post and at Atari video Club website Harmony games Page Point scoring: top 10: 10 (for first) to 2(for tenth) 1 for everybody after 10. this round starts on May9th at 12pm CT and ends on June 7th at 2pm CT ------------------------------------------------------------------------------- Scores for round 3 Charles Wieland 24,411 10pts James (ZPH) 13.050 9pts Thomas Jentzch 6453 1pt* Tanya (ZPH) 5023 8pts Arenafoot 2107 7pts Dan Iacovelli 1353 6pts ------------------------------------------------ Leader board scores after Round 3 James (ZPH) 27pts Tanya (ZPH) 23pts Arenafoot 20pts Charles Wieland 19pts Dan Iacovelli 12pts Thomas Jentzch 11pts Aerlan (ZPH) 9pts *Thomas's score was submitted after the deadline so he is getting 1pt for leader board
  20. The Gizzle Wap and The Strange Red Tree. Introduction Deep in the JThainian forest, in the clearing where the Zazzle Flies play a Strange Red Tree took root over night. It made an unsettling hum and gave off a noxious odor poisoning many of the flies. Camy, the strongest of his brood sought help from the defender of the woods, a small bouncing creature known as the Gizzle Wap. He would know what to do. The Gizzle Wap's solution was simple: Remove the Strange Red Tree. But there was another problem. Coinciding with the appearance of the red tree came the Myrmica a race of mindless insects that feed upon the inhabitants of the forest. Even worse the Myrmica never come alone. They serve the Invicta. Unlike the Myrmica, the Invicta are cunning and tenacious. They will not be satisfied until they control the entire forest or see its destruction. The tree is most certainly their machination. The plan to remove the tree and defeat the Invicta was not as simple. The only creatures strong enough to pull the tree out of the ground are the Pegsi. The Gizzle Wap would attract the Pegsi to the clearing with cloud fruit and convince them to remove the Red Tree. Once the tree has been removed, the Invctas magic will be weakened and their lair should be revealed. The final step will be to confront the Invicta. Controls: Left and Right to move the Gizzle Wap from screen to screen Up makes the Gizzle Wap jump. Hold the Fire Button in to use the Zazzle Fly as a shield in front of you. Hold the Fire Button and Jump to make the Zazzle Fly fly into the air. Jump Then hold the fire Button in and pull down to position the Zazzle Fly below you to attack enemies near the ground. Down without pressing the fire button during the fight will eat a Cloud Fruit and heal you. Left difficulty switch A- You may carry 2 cloud fruit B- You may carry 4 cloud fruit Right difficulty switch A- The Red Tree Will slowly poison you over time, The Zazzle Fly flies diagonally B- You are immune to the Tree's Poison, The Zazzle Fly flies vertically The Gizzle Wap Game Instructions.pdf GIZZLEWAPdpc68beta.bas.bin GIZZLEWAPdpc69final.bas.bin GIZZLEWAPdpc72.bas.bin
  21. its a public club any atari Age member can join and they just follow each round by clicking on the Follow square next to the topic
  22. Is it possible to join the club? Makes it easier to follow it.
  23. Time to announce the second game of the 2020 Harmony Games Tournament Which is Aardvark which won for best Graphics in the 2019 Atari Homebrew Awards since we can't use the finished rom as its not available as of this posting we are going to be using the Version 2 of the Demo Rom that was used for Atari Homebrew Awards. you can download the game and instructions here https://tinyurl.com/r7oen5q Since this game only has on setting in Demo version were going to do this a bit differently: Scores will only be accepted after you pass hill 1 if you don't pass hill 1 scores will not count and you can go up to hill 5. Submit your summary screen for scores Post your Scores in this thread only I will update the Scores in this post and at Atari video Club website Harmony games Page Point scoring: top 10: 10 (for first) to 2(for tenth) 1 for everybody after 10 this round starts on April 9th at 12pm CT and ends on May7th at 2pm CT Round 2 Scores: Thomas Jentzsch 63,760 10pts Charles Wieland 60,800 9pts James(ZPH) 57,770 8pts Tanya(ZPH) 15,980 7pts Arenafoot 12,060 6pts --------------------------------------------------------------------------- Leaderboard Scores after Round 2 James (ZPH) 18pts Tanya (ZPH) 15pts ArenaFoot 13pts Thomas Jentzch 10pts Charles Wieland 9pts Dan I(danavc) 6pts
  24. Just an update from the developer of Knabber Rob. Knabber Rob is my idea of "What if the Bat had to put back the treasures he stole?". How would it feel to control said Bat? The game has two hand designed 256 screen maps with a third semi randomized map. 8 treasures must be found and placed in their specific chest. Easy mode gives you an echolocation clue to each chest. Neo Games and I have been polishing Knabber Rob further in an attempt to get this game launched. I've incorporated some of the feedback that was gathered between finding new publishers. Some changes with release candidate 3: * New Knabber Rob and Dragon graphics * Completely new world 1 map * All new versions of screens to traverse * Clock timer (6:00:00) changed to hourglass (⏳60) counter. * After 60+ hourglass ticks you *may* get additional time. Chances for additional time eventually go to zero. * Had to change horizontal scrolling a bit due to technical issues
  25. I was a bit bored in lockdown and for a while I've been wanting to do something for my loose 2600 carts. I decided to try some custom mini boxes just big enough for the carts. I wanted to include the key info you're missing without the manual. The front is the original box artwork. One side has 1 or 2 Player icons. The other side has basic controls and the rear has difficulty switches, game modes, tips etc. Just wanted to throw them out there and see what people think
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