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Blogs

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  • That's what she said.
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  • The (hopefully) weekly rant
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  • BubsyFan101 n CO's Pile Of Game Picks
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  • Cleaning up my 2600
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  1. I have long wondered how Atari built the series of games and their versions. To this end, I started researching the subject. My name is Daniel Medina and in this topic I would like to present my research project for the reconstruction of the Atari game series. RECONSTITUTION OF ATARI 2600 GAME COLLECTIONS. ==================================== I developed a website with the purpose of supporting the project and the research, so that everyone can follow the updates of the information found. On the website you will find all the explanation about the project, the method used, where to find the cataloged information and you will also be able to identify which games formed the series and their versions. I use as a study base in the research information from any and all catalog numbers available in the game sets, I also use data from Atari documents, Internet pages and sealed or complete games for catalog records. After a year of work, I defined as the initial indexing point for building a database, a number found in the boxes that I call PSN (PART SERIAL NUMBER), are found in the small tabs, usually along with the review. Through them I identify the series it belongs to and the game it contains. I have already identified 495 versions of boxes and validated 185 of them, my intention is to open the community to validate other versions and discover new ones. The idea is also that everyone can participate, sending version inclusions through channels like this forum or others that can be built in the future. Now I would like to know your opinion. Welcome to www.atariopenbox.com
  2. Paddlefield - The eternal battle between day and night, good and bad Following the cool suggestion in this thread, I started developing my own Atari 2600 version of Pong Wars. Which should not only become a screensaver but also a game. Developing the main kernel provided some challenge and fun. It is a space optimized (ROM has to stay within 4K, so no large tables!) 1LK, which has one single cycle free. I like it. To have more control (editing) and feedback, I decided to create my own topic in this forum. Features and instructions: Fire button ends and starts game, enters select mode and the next select option ("Platinum Couch Compliant" ) ~275,000 game variations (NTSC), displayed using icons. To enter the selection mode, press fire. By moving the paddle left or right and back to center, you can select/change an option. Press fire to continue. If the selected option has multiple choices, the background color of the selected option changes. You can now change the choice for the option. Fire returns back to the main selection. Options: Continue (works like exiting a pause mode; note: changing the board option resets the game) Restart (resets and starts a new game) Players (CPU vs. CPU, Human vs. CPU or Human vs. Human) Controls ( ball steering only, paddles without ball steering, paddles with ball steering). To steer the ball, move the paddle significantly up or down after the ball has hit your own border (w/o paddles) or your paddle. The steering lasts until the ball hits a border or is returning. Speeds (15 combinations), left (bright) player's speed <= right (dark) player's speed, a slower left speed can act as handicap. Board (8 variants) Bright color (16 (NTSC) or 13 (PAL) bright colors) Dark color (16 (NTSC) or 13 (PAL) dark colors) When using a PlusCart (or an supporting emulator), the selected game variation is saved. It will be used as default when loading the ROM the next time. Goals: Reach opposite border or xx (depends on selected ball speeds) extra cells. xx is reduced by 1 every 4.25 seconds, so the game will have a winner after a limited time. The number of cells missing for winning is displayed at the bottom. An arrow pointing left (bright side) or right (dark side) indicates which player is leading. Game over tunes and color brightness changed depending of which side won Slight randomness, each run is different Note: By default the game starts in screensaver mode and at maximum ball speed. Make sure to reduce the speed when you start playing the game. As always: Feedback welcome! PongWars_V0_1.bin PongWars_V0_2.bin PongWars_V0_3.bin PongWars_V0_41.bin PongWars_V0_5.bin PongWars_V0_6.bin PongWars_V0_61.bin PongWars (NTSC) V0.7.bin PongWars (PAL60) V0.7.bin PongWars (NTSC) V0.8.bin PongWars (PAL60) V0.8.bin PongWars (NTSC) V0.81.bin PongWars (PAL60) V0.81.bin PongWars (NTSC) V0.82.bin PongWars (PAL60) V0.82.bin PongWars (NTSC) V0.83.bin PongWars (PAL60) V0.83.bin PongWars (NTSC) V0.84.bin PongWars (PAL60) V0.84.bin PongWars (NTSC) V0.85.bin PongWars (PAL60) V0.85.bin Paddlefield (NTSC) V0.90a.bin Paddlefield (PAL60) V0.90a.bin Paddlefield (NTSC) V0.91.bin Paddlefield (PAL60) V0.91.bin
  3. Hello! Strap in, because this isn't the kind of thing you'd usually see here. I'm Jake Riley. I'm making a game based on the video game crash of 1983. The idea for this project has been in my head for quite a while now. It's been in inactive development during that time. It is a story-driven 2D platformer that’s a homage to the Atari 2600. I thought this forum would be a good place to talk about it, considering the Atari theme. Anyway, my game will have a unique spin on the Wreck-It-Ralph-style formula, where video game characters are sentient. It takes place in the world of a poorly-made Atari 2600 game during the 1983 video game crash. The project is called “Randy’s Crazy Mission!”, which is also the title of the Atari game it's set in. The game was made by a fictional sucker company (The Buscal Candy Company) to tie-in with their brand’s cartoon commercials. Think something like that old Tootsie Pop ad. It’s like how Coke and other brands made tie-in games for the Atari. Aesthetic As you're about to see (or have seen if you've already scrolled down), even though this project's about a 2600 game, it won’t look like one. Considering this game has dialogue and humor, and considering my background in hand-drawing, I didn't want it to have the 2600's very basic visual style. I decided to give it a 70s animation art style instead, since the game within this game is based on 70s cartoon commercials. That’s how the characters perceive their world. Sources of influence include the classic cartoon Tootsie Pop commercial, Schoolhouse Rock!, and The Point! (not sure how many of you’d know about that last one). There'll even be a period-appropriate, old-school film filter to make the 70s-style animation more authentic. The 70s cartoon style fits the time period of the Atari 2600 well. The presentation will still have elements of the signature pixelated 2600 look however. The HUD and text will look like they came straight from an old Atari game, some sound effects will use the 2600 sound, and the characters' Atari sprites (what they actually look like on TV screens) will come up in certain places. Dialogue prompts will use NPCs' Atari sprites. Randy's 2600 sprite will appear on the grey HUD bar on the top of the screen when players can interact with something. And, the very beginning of the game will look like an actual Atari 2600 title, before flashing to the 70s cartoon style seconds later to highlight the contrast. The 70s cartoon style and retro Atari look come together to create an interesting blend of aesthetics. In-game, the pixel graphics will have a filter to make them look like they're on CRTs, similar to what I'm doing with the hand-drawn stuff. Here's a picture of some of the characters' sprites: Story You'll play as Randy, the mascot of the sucker brand that created him and the player character of their advergame. He's a living mushroom. There's a conflict that's happening while his game is on the shelf in yet another disappointed buyer's home. Yeah, the game was returned to the store repeatedly. Randy wants to solve the conflict to gain appreciation from his family. The times he's been controlled by someone in the real world accomplishing a fake, programmed plot don't count as something Randy meaningfully did. Also, bringing the video game crash of 1983 into this, the characters who live in the game within this game are aware of the video game industry and the then-current 1983 crash, and that factors into the story. I'm not (outright) fully revealing how just yet though, at the time of posting this. WE ARE ALL JUNK The fact that the characters live in a poorly-made game had caused some of them, including Randy's family members, to develop a poor outlook on their game world’s denizens as a whole and generally gain dumb and bad views. Views that most people in the game rightfully and unanimously look-down-upon. Randy's upbringing (if you can call it that, considering the timeframe) has consisted of him being surrounded by backwards folk who, among other awful things, say that all the sentient characters who live in their game world are "junk" simply for living in a bad game, relishing in this "fact" on top of that, and Randy has to just suck it up. This particularly radicalized a certain someone who Randy is very, very close to. And these peoples' reactions to the video game crash of 1983, oooh man, how dreadful! A big focus of the story is how certain CREEPS who live in the game react to the then-current 1983 crash, and the trauma that the crash gave Randy due to his upbringing. Yeah, if it wasn't clear already, this is not your average Atari-related project. Oh, one more thing though! After the start of 1983, the characters, through a few different things, discovered even more of how broken their game is. This is relevant as well. Gameplay Moving on to the gameplay, the game within this game is poorly made, as I said earlier. When players boot this game up for the first time, they get exactly what the game is in-universe. Though, it's using the 70s cartoon art style, just as the story is. It starts out purposefully frustrating and shoddy, what lots of people associate with games around the time of the crash. If you can tolerate beating the six levels, the real game will begin. It's actual story will start after the game's put on the shelf by disappointed customer number whatever. The interesting thing is that, during the story, you replay all six levels (with a few more courses thrown in), but they'll be better. Stuff will be added to the levels to improve them, and alleviations to the previously frustrating gameplay will take some edge off. On top of that, story cutscenes will take place in them, you can talk to NPCs (who just stand there in the in-universe game), there'll be new NPCs, and there'll actually be music playing in each stage (which, by the way, I'm also composing the soundtrack). There'll even be moments to take advantage of the game's shoddiness, and there'll also be gameplay nods both big and small to classic games of its time period, complete with new spins on them and perhaps even more challenge. There will be a couple of creative liberties when it comes to it actually being on the 2600, but not too much. Art Here's the game's logo: Now here's art of Randy himself: Here are some mockups I made of what this game will look like in action: As a side note, I'm planning for the game's cutscenes to be quite dynamic. There'll be zoom-ins, close-up shots, cutaways, and all that fancy stuff. It'll almost be like you're watching an actual cartoon. Fitting, considering that the game within this game is based on cartoons. Summary So, to summarize, Randy's Crazy Mission! will feature: A surprisingly rich story based on the world of an Atari game during the video game crash of 1983, with wacky characters to talk to. Unique visuals that blend the looks of Atari 2600 games and 70s cartoons, complete with an old-school filter to give some authenticity to the graphics. An interesting gameplay shift where you go from a frustrating experience to something more interesting once the game's actual story begins. Gameplay nods to classic Atari-era video games with unique twists and maybe even more challenge. A diverse soundtrack, also made by me. The OST will use the Atari 2600 sound here and there, but it will mostly just sound like "real" music to go with the hand-drawn look, and it will use a lot of different styles. Closing Words I will admit, this is a pretty strange concept for a game. That's why I'm planning to make a demo as a sorta proof of concept. I also created a website focused on discussing Randy's Crazy Mission! in detail. I get more into where the game's currently at in development and why it hasn't been in active development yet in the first blog post of my site. For some more info about the game, check out the blog. There is one new thing to say about the development as of late. I'm considering switching the engine for this project, for, well, reasons. I didn't know if AtariAge would particularly like for me to show off this game, since it's not Atari homebrew as usual, so I actually emailed them a while back, asking if it was alright for me to promote here. They never seemed to respond, so I took it as a yes. Hopefully this is okay for me to do here, moderator.... I also made a couple of devlogs for Randy on itch.io, and the indie game development site TIGSource. And I'm about to published a page for the game on GameJolt later. I'll provide a link when I release it. There will be devlogs over there too. Hopefully, you'll follow along as I talk more about this game. Here's the link to my blog: https://jakerileygamedevblog.com/ Feel free to ask questions if you're at all interested! Some of them might not get answers though.
  4. What are some games that you consider to be "hidden gems" tucked away in the Atari 2600 library? Some people also call them "most underrated" games. In another thread, Fast Food by Telesys and Turmoil by 20th Century Fox were given as being two examples. Please share your nominations, below!
  5. After a (too?) long break after the first release candidate and a lot of extra Hard WorkTM of many people, we proudly present you: The first beta release of Star Castle Arcade for the Atari 2600! The attached zip file contains two ROMs, one for Stella (suffix ".bin"; make sure to get the latest version, always a good idea!) and one for the Harmony cart (suffix ".cu"; BIOS 1.05 required!). The game is 99.9% done, so what this version needs most is some extensive play testing with fresh eyes. The difficulty starts too high or ramps up too fast? The homing mines become too aggressive? The sounds are not well balanced? The controls feel sluggish? You found a bug? ... Eagerly awaiting your feedback! The changes done since the last release are too long to list them all here, you will notice the most relevant ones anyway. Here are the more important ones: To allow better maneuvering, the vertical size of the play field area has been increased, the ships size has been decreased. You got a 3rd bullet to fire simultaneously. How great is that? Difficulty now ramps up with the score, not the castle. Sounds and graphics have been added or greatly enhanced. Thanks to Nathan Strum and Ivan Machado (LS_Dracon)! For your pleasure, the rings are now more nicely animated. They also now behave more like the arcade version. Many, many small changes to make the game more close to the arcade version Improved high score saving For some more details, please visit my blog. Switches: RESET (during the game): abort game SELECT (at the title screen): change palette (NTSC, PAL, B/W) Setting the LEFT DIFFICULTY to A will cause game to start at a higher difficulty (~50% of the maximum difficulty). Very helpful for testing, too. Setting the RIGHT DIFFICULTY to A will cause the ship to be destroyed by the rings (instead of bouncing off). This is nasty! Note: You must start a new game to make difficulty switches changes become effective. No cheating for high scores! The game now maintains one high score per difficulty setting. Besides the palette, the initials are saved now too. So, except when playing against your friends, you never have to enter your initials again! Note: Note that the high score table is not stored to your Harmony in this version, so it will be deleted when you switch off your Atari. But it works with Stella. UPDATE#1: Added revision 133 (Final Beta) UPDATE#2: Added revision 140 (another Final Beta ) (fixes rapid shooting and mine wrapping bugs) SCA_124.zip SCA_133.zip SCA_140.zip
  6. I did not know this mobile game until lately. It soon becomes really hard, but I think it might be a good candidate for a 2600 game. A bit easier, without the bells and whistles and probably rotated by 90°, it seems quite doable. Duet (V0.1) (Thomas Jentzsch).bin Duet (V0.2) (Thomas Jentzsch).bin Duet (V0.3) (Thomas Jentzsch).bin Pas De Deux (V0.4).bin Pas de Deux (V0.5) (PAL60).bin Pas de Deux (V0.5) (NTSC).bin
  7. Pong Music Demo from the BCC#18 Party in Berlin recompiles the byte code for the soundtrack on every level! There were some errors during playback on the live stream, here is a 10 minute video of the C64 and Atari 2600 Supercharger versions showing the AI composing new sound tracks. Which pieces do you like best in the video? How it works: Music is mathematical. A complementary algorithm changes frequencies, tempo and instrument definitions based on the existing musical score. The algorithm is then called recursively against each set of outputs (new songs) created. The Atari 2600 Supercharger makes dynamic code recompilation possible like on the Commodore 64 by replacing ROM with RAM. PongMusicdemo.bin pongmusicdemo.prg Playing the demo: To play the demo push up to enter player mode, push down to resume demo mode. You can let the demo keep playing and hear new songs for hours from the AI!
  8. Hey guys, one question, who made the portable Atari 2600? I'm just curious
  9. Current version: BlackJackThetaVIII-0-96.bin Test version: begins at $90,000,000 and split is always allowed on opening hands. BlackJackThetaVIII-0-96-90k.bin This is the latest version of my blackjack game. It's almost feature complete. The features I've implemented so far are: 16K F6 bank switching Screens: Title screen, Ship crash landing animation, Betting screen Play with 1, 2, or 4 decks Dealing to 75% penetration, Deterministic card dealing Navigation menu, Dashboard display of current options Game Options: Early surrender (Es); Late surrender (Ls); Hit on soft 17 (H17); Stand on soft 17 (S17) Hand Options: Double down (D); Surrender (Su); Insurance (I); Splitting hands (Sp) Card flip animation, Sound effects Expanded the betting denominations up to 10,000 Made the player's chips represent current number of chips The fire button now works to take the currently selected action. Cutscenes: landing, losing, and winning Features I will be adding next: Keypad support Refining the split hands interface, because it's confusing Idle animation Features I'm considering: Red/Black pip colors Looking into allowing more than 2 split hands Premise: You're a NASA astronaut who crash landed on the uninhabited, inhospitable planet Theta VIII. You're living out the rest of your life in an artificial hotel casino created for you by the intelligent species who damaged your craft and killed your crew. Not knowing your preferred living conditions, the intelligent species constructed the hotel using the narrative from a poorly written pulp fiction novel in your possession. You can't leave and Blackjack is your only entertainment. However, there may be an escape. The casino closely resembles the story in the novel, which describes a casino being bought up by foreign investors. Perhaps your way out is to break the bank! Instructions (click the spoiler) New title screen. New landing screen. It's been rewritten using tail call optimizations and a new vertical positioning scheme that uses a modulo strategy. It's composed of four 32-pixel rows and two variable sized rows. I plan to use this kernel in Battle for Proton, which is why I spent so much time on it. Old screens left for comparison: Dev Notes: Older versions:
  10. Never opened, new in box Sears Tele-games console and original games, paddles and joysticks. Sears version of the classic Atari 2600. This is the 'heavy sixer' version made in Sunnyvale California. The box is unopened as shown in the pictures. All the original parts, manuals, games, controllers, paddles, joysticks, power supply and packaging is original and intact inside. Parents bought two of these, one for me and one for my sister growing up in the late 1970's. We only ever opened and played with one of them and this one was forgotten about at my parents house until recently when I found it in their attic. This is a rare find as I am sure anyone on this site would know. Asking $500 OBO. Contact me at Camberdan@icloud.com if interested
  11. Atari 2600 Replacement Cartridge Labels Pricing per title is based on size, number, and type of material. Many titles are only $2.50 each. Some cost more and a few cost less. If you are interested just message me (pboland) and I can send you my current catalog (too large to post here). Label Making Process: Great care has been taken to make these replacement labels. They are not just simple copies of the originals. Most of the label imagery is rebuilt from the ground up using related print materials, such as manuals, boxes, advertisements, posters and many elements have even been redrawn. Some labels in my catalog have alternate styles. In the case of “Fathom” (pictured above) both a text version or a picture version can be purchased. Most of the replacement labels are printed on six ink photo quality printers, while others are printed on color laser printers (depends on material type). Each label is laminated and computer cut to size to ensure proper fit and shape. All orders are made on demand, so these are not mass produced labels. For that reason I normally need at least a week to put an order together. Depending on order volume it may take up to two weeks to complete an order. PM (personal message) me for current turn around. Ordering information: Please message me (pboland) if interested. I will send you my current catalog and tell you my current turn around. If you can’t find the label you are looking for, be sure to ask. Keep in mind I do have a $25.00 minimum order (not including shipping). Shipping inside the USA is $5.50 (first class mail with tracking). If you are outside the USA please let me know so I can quote you the shipping cost. I invoice via PayPal once your order is ready to ship so I will need your PayPal email address at the time of the order. History: I’ve been a video game collector since 1995 and a member of AtariAge since 2006. I started making replacement labels for myself in the early 2000’s. It wasn’t until 2010 that I made my first replacement label for another person other than myself. I’ve been making them off and on since 2012. I DO NOT sell on eBay. For those that don’t know, I make/design new controller overlays and cart labels (meaning not repros/replacement) for some in the home-brew community and I’ve been doing this since 2012 as well. I can make cart labels for many pre-crash systems. Link for messaging pboland [https://atariage.com/forums/messenger/compose/?to=9874] (You must be logged in to AtariAge for link to work) Small Sample:
  12. Hi. This is a post to introduce my games here in AtariAge. I created a demo version for the two titles for download here. Alien Holocaust The year is 1960. Bruce has his ordinary life, his job, his family... But something extraordinary is about to happen... DESCRIPTION Based on the short film of the same name, Alien Holocaust is an action-adventure game for the Atari 2600 where you must dodge the aliens, explore the scenarios, collect items, and, above all, try not to go crazy! There are four different screens filled with action and mystery! The game has an ending and connects with the second part: Alien Holocaust II: Invasion Earth. CREDITS Game by Fernando "Bruce" Salvio. Based on characters created by Marcus Garrett. Alien Holocaust (Super 8 short film by Marcus Garrett) Demo: alien_holocaust_demo_atari2600.bin Alien Holocaust 2 - Invasion Earth Humans think they have sovereignty over this small planet... “Alien Holocaust II: Invasion Earth”, winner of the IGN Brasil Award for Best Indie Game at Brasil Game Show 2023, is another new game by Fernando Rodrigues Salvio for the Atari 2600. DESCRIPTION After the events of the Alien Holocaust, with the abduction of Bruce and the certainty that they could dominate planet Earth, the aliens start the invasion. In this game, you are part of the invading force and must destroy as many buildings and monuments of Humans around the world as possible. Your first mission is in Brazil, passing through several cities. Then North America, Europe, Asia and finally Egypt. Destroying defence forces: helicopters, fighters and tanks are possible. Between phases, you can abduct people. The lowly humans will fly through the air when firing the tractor beam. There are stages in which you will abduct… cattle! CREDITS Design and code by Fernando Salvio. Music by Pedro Pimenta. Based on characters created by Marcus Garrett. Short movie: Demo: ah2_demo_atari2600.bin You can buy here: Cartridges: https://www.bitnamic.com.br/categoria-produto/atari/atari-2600/ Rom: https://teknamic.itch.io/ You can contact Marcus at marcus.chiado@gmail.com for international (out of Brazil) sells.
  13. Hey Atari 2600 fans! It's time for the UNOFFICIAL 2023 Atari 2600 Homebrew Voting & Awards! Please check back later. Details to follow! @Albert May I have permission to edit this opening post?
  14. 20 years ago I decided to get my feet wet learning how to make games for the Atari 2600. I had sincere intentions but back in 2004 I was simultaneously just starting my first ever gig writing humor columns for an online outlet. I was torn between two loves and because my foundation as a creator was grounded in performing comedy I took the route of following the path of a writer, though I always wondered what was down the road less traveled. Now I am back to hopefully relearn everything and then some and bring some of those old video game ideas to life and it all can be traced back to this game. Pineapple 2000 was my first "finished" Atari 2600 project and I had big aspirations for it. I wanted to get a miniature comic book made for it that told the story of the lone gingerbread man fighting off the invading swarm of "Fruitoids". Real stupid stuff and definitely something that matched the spirit of "lol so random" humor that permeated the early 2000's. Ultimately none of this came to fruition and I wound up getting about 20 cartridges made to sell to people on AtariAge who were interested in collecting oddities for the system. I did not sell all of the cartridges and a few of them (like 3 or 4) are buried in my garage somewhere. (If I ever locate them I plan on selling them at a slight premium due to their rarity in order to fund future game design endeavors.) This game is based upon the code of Space Invaders. In fact there is very little separating it from the base game as this is predominately a graphical hack. I wasn't sure how else to really improve upon Space Invaders beyond that. It's not an impressive hack in the slightest but it's important to me from a historical standpoint. Maybe you too will find something to smile about when you play it. I've attached the BIN of the game to this post for you to download. Additionally the game is available through itch.io and archive.org. If you are interested in reading about the fate of the "Radio F Software" label that produced this hack I wrote up a blog post about it here. Thanks for checking out my post. Keep your eyes glued to this section of the forum as my first proper game in 20 years is nearing completion! pineapple_2000_v1.bin
  15. ok so i got my hands on a atari 2600 from my father about a week ago and wanted to start setting it up and playing games like adventure and stuff as i have tons of games that came with it. ive been looking at videos and trying to figure out what i need to buy but before i start spending money and wasting time i just figured to just ask. i saw alot of videos using a old vcr and was wondering if there was a way to have something that does the job but smaller as that would be ridiculos otherwise i also know i need a upscaler for 1080p and the rf to coax converter but is there anything out there that does it all without the wires everywhere or anything like that thats smaller
  16. Hi all. Happy new year! For the past ten years or so, I have been fixing Atari consoles and often I install AV mods as part of the process. At the beginning I was using a simple amplifier as many projects on the internet do, but I was not very happy with the video quality, so I quickly moved to the digital buffer approach. As I convert a far number of consoles every year, from time to time I will run out of PCBs and, instead of just re-ordering the same design, I try to improve it and make it easier to install, better video and audio quality, etc... Around 2018 I joined my AV design with my game pause mod: Here are some examples of my previous mods: The last PCB on the right is the one I used until mid last year. There were a few things I liked about it: It had AV and pause integrated, so it was easier to install than two separate mods There was no need to modify the console case for the AV cable The pause was controlled by the COLOR switch, so no extra switch installation The pause could be completely deactivated and the COLOR button could be used to switch the game to BW It could be mounted directly on top of the TIA and the labels on the pins made it easier to know which pins to connect for NTSC and PAL consoles. The connections were made straight down which avoided making wrong connections As it was time to order PCBs again, I started working on a new design to include some features I collected on my wish list: An easier way to configure the board for NTSC or PAL. On the last board I made, a resistor network for this, which meant I needed to decide if I wanted it to be used for NTSC or PAL as I built the mod and it was not possible to change it afterwards Gemini support. As the Gemini has a different TIA, I had to reroute the connections manually, which made the installation much more complicated and error prone An LED indicator for the pause state Better connections for the AV cable A better solution for the audio and video chaos while the game is paused. The old board had addressed a lot of the problem, but that was a lot of room for improvement So I came up with the design above which has a single jumper to configure PAL, NTSC and Genesis and the legends next to the pins show which TIA pins should be connected for each console type. This makes it easier to install the mod and also change the console type after the board was build. The other features are also included: 2600Mod_en.mov This is how it looks like installed in a Gemini: So far I have converted a couple of dozens of PAL, NTSC and Gemini consoles with this new mod and I am quite happy with the result. This time I ordered a larger number of PCBs though, so if anyone would like get one of these mods, I will soon put them on eBay for 29€, or you can pm me here. Cheers.
  17. Happy New Year I have come across an Atari 2600 game, called Master Builder. I have checked online and noticed that this is quite rare. However is this also the case for the UK Rare game market? Looks in fairly good condition though, with the manual and box.
  18. Want a surprise? How about a new game from the legendary creator of Activision's H.E.R.O., John Van Ryzin? Wish granted! Welcome Alien Abduction, a new 2600 game exclusive to the Atari VCS! 20 Levels, 140 Play Screens, 16 Obstacle Types.
  19. Christmas Inertia For the Atari 2600 and Commodore 64 Christmas Inertia is a fast-paced demo and game where you pick up friends in different zones. Each zone has different inertia pulling you in different directions making it challenging to pick friends up. If you prefer to watch the demo the AI can pick up friends for you! xmasinertia.bin xmasinertia.prg Design Written in Atari SuperCharger BASIC using graphics commands. Three Display Lists are created using the ASCII art virtual world drawn in the program listing. The Display Lists split the screen up to create Windows on the virtual world. Each Window has a separate camera view. Create Display List Games and Demos Display List Windows are familiar to Atari Home Computer programmers but new for the Atari 2600 and Commodore 64. Programming Display Lists are limited only by your own imagination. Download SuperCharger BASIC with Display List graphics commands for the Atari 2600 and Commodore 64 from http://RelationalFramework.com Christmas Inertia is featured as an Interactive User Mode Demo in the 2023 Christmas Demo stream contest and the 2023 CSDB Christmas competitions.
  20. I suspect this is a homemade replacement label someone printed out. Have you then this one? I believe the line down the front is tape edges? Thoughts please - Thank you.
  21. Has anyone beat Star Raiders for the Atari 2600 on the skill level 40? I have been able to beat skill levels 10, 20, and 30. The reason I am trying to beat this is because it is the current challenge for the AtariQuest which I have been stuck on since February. It would be great to hear if any of you have beaten it and any tips/tricks you may have. Even better than that you can join in on the fun of the AtariQuest yourself and beat this challenge so we can unlock the next chapter! See link for the current chapter: https://atariquest.blogspot.com/2023/02/chapter-36-zylon-krylon-whatever.html
  22. I made this music video for Halloween using AI images generated by Photoleap then animated using Flash. This video has a reference to the 2600 in almost every scene. Can you work out what it is? I'll post the answer here after Halloween if no one gets it
  23. Hello again! I've got a bunch of stuff for sale now and more to come in the future so I figured it'd be best to make one thread for all of it. Here we go: General rule: if you spend over $100 and live in the continental US, I'll pay for shipping. Everyone else, we'll work something out. Options are UPS or USPS If you want more pics of anything just let me know. Everything is tested within the last year and working unless noted. Studio II: Photos: https://ibb.co/album/SRSGyF Games (all CIB): Fun With Numbers - $20 Tennis/Squash - $25 School House II: Math Fun - $20 Biorhythm - $60 Speedway/Tag - $85 Atari 2600: https://ibb.co/album/RjrWxL Controllers: (Keyboard and VTP were sold to me as NOS, making me the only one to use them) Driving Controller CIB - $70 (will throw in loose Indy 500 if you want) Keyboard Controller CIB - $30 Video Touch Pad - $25 Launch Games: https://ibb.co/album/rk7n3g Other Games: https://ibb.co/album/Y0vN0n Duplicates: https://ibb.co/album/52R97w Games (all CIB) (I believe all are text label as well as I tried to collect the earliest version of each game - will double check for any inquiries): 3-D Tic-Tac-Toe - $15 Adventure - $105 Air-Sea Battle: -Gatefold Launch Version - $40 -Later Boxed Version, instructions colored in with pen - $10 Backgammon - $20 BASIC Programming - $55 Basketball - $20 Blackjack - Gatefold version - $25 Bowling - $15 Brain Games - $35 Canyon Bomber - $15 Casino - $15 Combat: -Gatefold Launch Version - $50 -Gatefold Red Border - $40 -Gatefold Silver Border - $25 -Later Version - $20 -Later Glossier Version - $20 Flag Capture - $20 Football - $15 (manual signed by...someone?) Hangman - $30 Indy 500: -Gatefold, non-controller version - $60 -loose cart - $5 (will also throw in with Driving Controller if you buy that and want this) Night Driver - $20 Sky Diver - $15 Slot Machine - $45 Slot Racers - $24 Space Jockey - comes with original US Games Corp. shipping box - $25 Space War - $20 Street Racer - not gatefold - $15 Superman - wallet sticker (no wallet) - front of box is damaged - $85 Surround - Gatefold version - $50 Video Chess - $20 Video Olympics: -Gatefold version - $30 -Gatefold version (lesser quality) - $25 Intellivision: https://ibb.co/album/tLLz13 Intellivision console 2609 - $200 Refurbished by a fellow user on here, not sure if he's still operating. Works beautifully! Loose, no box or anything. Sears Tele-Games Super Video Arcade - $125 Works great but does not come with the RF wire, only the power chord that is built in. I played it by swapping the wire from the INTV back and forth. Also loose, no box. Atari 5200: https://ibb.co/album/nqmBLL Console & 3 loose games (Dig Dug, Joust, Super Breakout) - $100 So here's the deal with this one...bought it on eBay, it powers up but does not display on the screen. I waited too long to file the claim with eBay, thinking the seller would make it right, so I couldn't refund it or anything. If anyone wants to take a shot at repairing this for cheap + shipping, please have at it! Other notes: the back plastic flip-piece that covers the controllers has a crack in it (pictured) and one of the controllers has its rubber flipped/not connected. The games work though! More to come (Atari 2600, Magnavox Odyssey 2, Intellivision, Colecovision) Will consider trades for: Intellivision ECS Intellivision Keyboard Coleco Super Action Controller
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