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Blogs

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  • keilbaca's Blog
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  • Old School Gamer Review
  • The Mario Blog
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  • Horst's Blog
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  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
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  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
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  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
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  • The 7800 blog
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  • junkmail's RDE&P Blog
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  • The Wreckening
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  • lost blog
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  • Robert @ AtariAge
  • otaku's Blog
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  • edweird13's Blog
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  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
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  • Retail hell (The EB years)
  • Vectrexer's Blog
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  • Retro Gaming Corporation
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  • A Ramblin' Man
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  • Bri's House
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  • raskar42
  • The P3 Studio
  • Bydo's Blog
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  • Chuplayer's Blog
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  • POKEY experiments
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  • Gary Mc's Blog
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  • ScumSoft's Blog
  • The Social Gamer
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  • Nerdbloggers
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  • Brain droppings...
  • Sandra's blog
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  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
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  • Whoopdeedoo
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  • DJT's High Score Blog [Test]
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  • Adam24's AtariAge Blog!
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  • JDRose
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  • The Forth Files
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  • Partyhaus
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
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  • jamvans game hunting blog
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  • The Golden Age Arcade Historian
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  1. Note: This is a repost of a blog that I wrote last year. I thought the members of this community would appreciate it. Enjoy. The blog can be viewed in its entirety at: http://zopingo.com/dans-blog/atari-2600-vcs-repairs As a kid, I grew up on the Atari VCS system (a.k.a. Atari 2600). I was fortunate that my Dad owned a hobby shop/toy store when this came out in 1977 and was one of the first of my friends to have one (along with many of the games that play on it). In 1985 when I was departing for my time in the Air Force I was unloading a storage unit of my things and the truck driver was very interested in my Atari so I gave it to him making for one very happy family. Here I am over 30 years later and interested in retro-gaming so I picked up an old Atari VCS from a seller on Ebay a year or so ago not knowing the condition. I actually only purchased it for photographs with my Mini Atari Project. The price was right for the gamble so I did it. As it turns out, it did not work (powered on but no picture) so I had been trying to decide what to do about it. One resource I found was at www.atari2600.com where they will repair any Atari 2600 console for $24.95 plus parts. I was considering this option but have always wanted to tackle a small-ish electronics repair job so I figured I would give that a try. After scouring the internet I found one YouTube video particularly useful. It is titled Atari 2600  Repair - No Power (Dead Voltage Regulator) and the author does an excellent job of explaining with high-quality video so you can really see what he is doing. Even though you can do your own repair with this information, the video only covers replacing the voltage regulator and I am going for a full refurbishment with a kit from www.console5.com. Please note that this link goes straight to the kit for my 'Light Sixer' unit, there is another page with a kit for the 4-switch units. The 'sixer' units come with 2 boards, a main board and a switch board. I will be doing modifications to both of them. I did not get pictures of the boards before removing components, but it will be clear what I replaced. My instructions assume that anyone attempting this repair knows how to remove the boards from the case so I will not go into that here. ---- MAIN BOARD REPAIRS NOTE: In some cases I am using radial in lieu of axial type capacitors because that is what came in the kit. It does not make any difference for functionality but do be aware of polarity on these capacitors when installing. Repair #1 - Replace the original axial type capacitor with a new 4.7µF 50V radial type capacitor at location C201. Repair #2 - Replace the original pair of styrene caps with 820 pF MLCC capacitors at locations C206 & C207. These capacitors are related to audio issues which I don't know if I have but since they are in the kit and I have all the soldering tools out I got them installed. Repair #3 - Replace original diode/capacitor assemblies with new zener diodes and .1µF capacitors at locations C236 & C237. Solder the capacitor across each diode as shown in the picture. Repair #4 - Replace the DC Power Jack. They tend to get broken, dirty, or lose tension over the years. (no picture needed) ---- SWITCH BOARD REPAIRS Repair #1 - Replace the original capacitor with a new 2200µF 16V axial type capacitor as shown. Repair #2 - Replace the original 7805 voltage regulator with a new unit rated for 1 Amp service. The originals were rated at 1/2 Amp and have been know to fail (mine was a failed unit). Remember to use new thermal compound (included in kit) to properly dissipate the heat generated by this unit. The repair kit even includes a bolt and nut for units that had the VR installed to the board via rivet. Fortunately mine was just a screw. Repair #3 - Replace the .22µF "chicklet" capacitor with a non-electrolytic type. The "chicklet" type sometimes cause 'sparkles' in the video when they fail. Repair #4 - Identical to repair #1 on the Main Board. Replace the original axial type capacitor with a new 4.7µF 50V radial type capacitor. Note polarity before removing old capacitor. SUMMARY In the end, this repair went quite well. Once I got all the components installed I was able to fire it up and have a working unit. After this repair I installed a composite video modification to get better quality video and eliminate the RF modulator.
  2. Was thinking it might be interesting if they released another model of the VCS, but used the 5200 / 7800 design scheme this time around, visually i think it might be more appealing than the current VCS (tho personally i really do like the call back with original VCS). That said, I do think adding a joystick more in line with the Gamestation Pro would make more sense practically, since the limited layout on the controller just does not make much sense at this point even if the system came with a traditional gamepad. I'm still surprised how modern the 5200 and 7800 look still to this day, minus the 5200 needing lose some weight, i still have never owned the VCS since i can't seem to get my hands on it, though most reviewers had said they were confused of what the console was exactly, or that it was trying to do too much of this and that. I guess also the fact you could just load up Windows; and, at that point anyone could just get a pc (or stick with the one they have), not sure if removing that feature would help, maybe. If they can keep support for the VCS platform that would all be well and good, i feel having a hardware revision might help though garner some renewed interest, perhaps make it more clear what the system is, if that was really the issue, and that it's not just a PC with and Atari logo on it, at least that's what i keep reading! Curious on thoughts.
  3. Hi guys, like promised, here is my first successful PoC, connecting a NVIDIA GTX 1060 6GB to the ATARI VCS ?. The monitor is directly connectet to the HDMI GTX Port and it works fine and for the very first test, better than accepted ?.) I´ve tested it with a PALIT KalmX GTX 1050 TI 4GB and a Gigabyte Nvidia GTX 1060 6GB, which I just had at hand, but it should works of course with other/newer PCIe cards too. Each graphic cards are properly recognized at boot time and works well, as far as I can see.... (See some Screenshot attached) Cheers, andY
  4. A lot of people think Bubsy started on Atari (really the SNES and then Genesis) so .... sure... why not! Here we have it folks... BUBSY : Kitt'N Kaboodle This fun hack of Fast Eddie was made possible by Hack-O-Matic 3 and some coloring by KevinMos3 who has already made many good color hacks for Atari 2600 games. The Woolies are at it again stealing Bubsy's stuff and this time they stole EVERYTHING and stored it on the planet Kaboodle!!! Bubsy will need to JUMP OVER the Woolies to get it all back. In the game you'll see objects Bubsy needs to collect on based on items he collected in... Bubsy: Claws Encounters of the Furred Kind. Bubsy 2 Bubsy Fractured Furry Tales Bubsy 3D Bubsy 3D: Bubsy Visits the James Turrell Respective And even the newest which came out recently that I'm enjoying... Bubsy: Woolies Strike Back Bubsy: Paws on Fire Latest binary: Bubsy0 R20.bin Bubsy0 R21-HS.bin Holiday Special Downloads to load on a SuperCharger. (by Troff) Latest Sound Beta: Bubsy0 S14.bin Play online by clicking here! The manual (created by MKdoes711) Bubsy-Kittn_Kaboodle.pdf Atari 2600 Silver label. Atari 2600 Text label. Alpha stage: Bubsy A01.bin. Bubsy A02.bin. Bubsy A03.bin. Bubsy A04.bin. Bubsy A05.bin Bubsy A06.bin Bubsy A07.bin Bubsy A08.bin Bubsy A09.bin Bubsy A10.bin Bubsy A11.bin Bubsy A12-Color.bin Bubsy A13.bin Bubsy A14.bin Bubsy A15.bin Bubsy A16.bin Bubsy A17.bin Bubsy A18-No RL.bin Bubsy A19.bin Bubsy A20 2.bin Releases: Bubsy0 R1.bin. Bubsy0 R2.bin Bubsy0 R3.bin. Bubsy0 R4.bin. Bubsy0 R5.bin. Bubsy0 R6.bin. Bubsy0 R7.bin. Bubsy0 R8.bin. Bubsy0 R9.bin. Bubsy0 B10.bin. Bubsy0 B11.bin. Bubsy0 B12.bin. Bubsy0 B13.bin. Bubsy0 R14.bin Bubsy0 R15.bin. Bubsy0 R16.bin Bubsy0 R17.bin Bubsy0 R18.bin Bubsy0 R19.bin. Bubsy0 R20.bin. Bubsy0 R21-HS.bin Holiday Special. Bubsy0_R22.bin OTHER VERSIONS ----------------------------------------------- Atari Computer Version. Atari 5200 Version. Commodore Vic 20 Version. Commodore 64 Version. Nuon (Alpha) Version. Jaguar (Alpha) Version. ------------------------------------------------------------------------------------- And also... ------------------------------------------------------------------------------------- Special guest, Scott Williamson, programmer on the original Bubsy game!
  5. Previously I programmed simple Lunar Lander's genre games for C64 and Atari 8-bit. I have done a version for Atari VCS console too. This game is a sort of "Hello Word" for me... Other videos: ArcadeUSA ZeroPage Homebrew Retro Bliss Gaming 1 2 I want to thank Fred Quimby for awesome batariBasic and Harmony cart, Jeff Wierer for Visual batariBasic (it's a pleasure to program with his IDE), Duane Alan Hahn for batariBasic manual, music and high score code, Mike Saarna for Titlescreen kernel, title screen's L.E.M. and score custom fonts all-in-one file, Steve Engelhardt for his code snippets and Stephen Anthony, Bradford Mott, Eckard Stolberg, Brian Watson (Stella multi-platform Atari 2600 VCS emulator). Game's size is 4KB but I switched to 8KB when I added title screen's music and to 16KB when I added a bitmap title screen. In November 2020 it became the first batariBasic game that saves scores online with PlusCart(+). Virtual patches are awarded if you score 100,000 or more points. In December 2020 it was added to Argon, an Android console emulator. Special thanks to Brian Ostrowski for box, label, manual and patch design, Scott Lawrenz for English manual, Mario Caillahuz Aramburú, Gunnar Kanold, Jean-Christophe Ville for manual's translations (French, German and Spanish) and to Walter Lauer for patches production. The game is reviewed in Brian Matherne's The Atari 2600 Homebrew Companion: Volume 1 (standard/ebook edition - deluxe edition). A collectors edition of the game is available on AtariAge store, with a 28 pages five languages manual. Package renderings: Actual photos: I attach zip files with NTSC, PAL50 (slower so easier) and PAL60 versions together with code (scroll for latest version). L.E.M. v01.zip L.E.M. v02.zip L.E.M. v03.zip L.E.M. v04.zip L.E.M. v05.zip L.E.M. v06.zip L.E.M. v07.zip L.E.M. v08.zip L.E.M. v09.zip L.E.M. v10.zip L.E.M. v11.zip L.E.M. v12.zip L.E.M. v13.zip
  6. https://www.walmart.com/ip/Atari-VCS-800-Carbon-Gold-All-In-Bundle-with-Classic-Joystick-and-Modern-Controller-Walmart-Exclusive/344097754 Found this link on Walmart that claims they once carried the carbon gold varient of the VCS. However, it is out of stock. It has reviews talking about the VCS meaning that people did buy this product. None of the reviews mention receiving a different model, like the wood walnut or black onyx. Does this mean the carbon gold variant could've exsisted? What do you think?
  7. After spending sometime with the gang over at the Atari VCS discord server, I thought I will let the fine people at Atari Age know about it too. I was inspired, and created a way to run Retropie on the Atari VCS. So I created a USB Key both 32GB and 64GB that runs independent, no installing or configuring the system. Once you tell the VCS to boot of the USB key it runs Linux Mint and retropie. Also, because the VCS is a computer, my keys work with almost every computer. If you want more information, I will post some links. First blog post about it. https://dadisajoke.com/blog/f/play-retro-games-on-any-pc My second blog post including a video on how it works. https://dadisajoke.com/blog/f/dadisajoke-retro-power-usb-ready-to-buy Here is the 32GB version on our store. https://dadisajoke.com/store/ols/products/dadisajoke-retro-power-lite-usb-32gb-thumb-drive Now here is the 64GB version. https://dadisajoke.com/store/ols/products/dadisajoke-retro-power-pro-usb-64gb-thumb-drive Please let me know if you have any questions.
  8. Welcome to the VirtualVCS (Atari 2600) emulator for the Atari Jaguar written by Bryan Edewaard and Damien Jones of Temporary Sanity Designs (TSD). Fun stories of the development can be found at this place, and this place. ------------------------------------------------------------- Over time TSD handed the VirtualVCS source code to Carl Forhan who assemebled, with considerable work, the VirtualVCS demo that has floated around the internet for years. With the release by Curt Vendel, Atari Historian, of the other Atari 2600 emulator, it has been the hope of Carl, Curt, and many others (including myself) to one day see working Atari 2600 games on the Atari Jaguar. As later explained in this message under "Background information" game images have been hex edited in to replace the game images already in the VirtualVCS demo. The menu graphics format in VirtualVCS were unraveled by sh3-rg. A sweep for "STA CXCLR" (85 2c) and those that use that method of hit detection also helped. The main objective is to find games that work in the confines of the abilities of VirtualVCS in it's alpha state. The strengths of this emulator being very close to true speed emulation, good controls, and many display abilities intact. The weaknesses being no sound, no hit detection, some display abilities needing refinement and no apparent bank switching ability using rom images of 4K or less. Limiting, but not impossible. All efforts are for the enjoyment of the Jaguar community, and in the hopes to understanding the true technical limitations to add in better development of VirtualVCS and/or the 2600 emulator later down the road. Images can be loaded on rom loaders (Skunkboard, Flash card (though not tested)) to try out. No actual cartridges will be sold from this, strictly fun and research. ------------------------------------------------------------------------------------------------------------------ The Downloads!! Bubsy Kitt'n Kaboodle (demo) released March 22, 2018 Download Mario Brother 4K fan playable game released March 23, 2018: Download VirtualVCS - Muticart 01 released March 27, 2018: Download Adult Pack 01-Women (April 17, 2018) Adult 01-Women.zip Adult Pack 02- Men (April 17, 2018) Adult 02-Men.zip Puzzle Pack 01 (April 18, 2018) Puzzle 01.zip Dungeon II by S0c7 (March 24, 2019) Version 3 Sci-Fi Pack 01 (November 6, 2022) Normal Difficulty Hard Difficulty Sci-Fi Pack 01 Preview (December 31, 2018) vvcs-Sci-Fi Pack.rom Other Downloads: Original copy of Virtual VCS vvcs.rom Other downloads: 50 VirtualVCS roms with 300 Atari 2600 roms to try. (April 4, 2018) Instructions provided for others to experiment with VirtualVCS to find other games that work as well. Mario bros_4k_v2.bin vvcs-Mario brothers.rom
  9. I saw on a Twitter post by someone else that mentioned Atari's Rollercoaster Tycoon license expires in 2022. My guess is that when they have something to share regarding that license it may be tied into Atari's 50th anniversary celebration. I didn't notice a RCT on VCS thread on here so I thought I'd create one! Licence info: https://www.atari.com/chris-sawyer-and-atari-announce-three-year-license-extension-for-rollercoaster-tycoon/ Press release mentioning RCT coming to VCS in the future: https://www.globenewswire.com/news-release/2021/08/16/2281430/0/en/ATARI-ANNUAL-RESULTS-2020-2021.html
  10. An excellent and fun conversion of this game!
  11. Fishing Derby (Activision, Atari VCS, 1980) There are actually Fish Derbies in the real world, which I don't expect to be shocking news to any of you. However I thought reading the rules to one would be interesting. http://www.valdezfishderbies.com/pages/contest_rules.php It's possible that I wasn't entirely correct about it being interesting. Sorry if you just spent 30 minutes of your life there that you will never get back. Fishing Derby is by David Crane. David Crane apparently also programmed Outlaw (1978), Canyon Bomber (1979) and Slot Machine (1979) all for the Atari Video Computer System. Atari doesn't let anyone know who designs their games. Game designers are kept frozen in a vault under Atari Headquarters and only brought out of the vault when a new game is needed. One night, someone left the door to the vault open. Four designers escaped. Not being able to feed themselves due to not having any marketable skills, or even human language, they had to do the only thing they knew - game programming. All of this has been carefully documented elsewhere in case you think I'm making this up. Fishing Derby consists of two fishermen sitting across from each other on docks. The goal of the game is to collect 99 pounds of fish before the other. On the playfield there are six rows of fish. Rows 1 and 2 weigh 2 pounds each, rows 3 and 4 weigh 4 pounds each, rows 5 and 6 weigh six pounds each. Each fisherman lowers their lines and tries to hook a fish by moving the hook in front of the fish. When the fish is hooked it will slowly swim to the surface. When a player presses the red button, they're able to reel the fish in faster. There is a hazard of a shark swimming above the topmost row that will eat your fish off your hook so one must always be wary of the shark. Also, there's an interesting mechanic that only one fish may be reeled in at a time by either player. So, if you've both got a fish on the hook, the person who hooked theirs first may reel it in while the other waits. I guess there are ways of using this to your advantage, to not just delay the other person's poundage accumulation, but also to wait for the shark to be more on their side. I did not explore this tactic, but it's a thought. This game is fun. It has moments where you think you're going to get a fish up and, suddenly, you hit the shark losing your fish. There are many "so close!" moments. This is a game that is much more fun to play with a friend, but playing with the computer is good practice. I have yet to beat the computer playing with the computer on Beginner and myself on Advanced. The difference between the two settings is that to catch a fish on Beginner, you just need to get the end of your line near the fish's mouth. To catch a fish on Advanced, your line has to practically be right under the fish's nose. (( Thankfully, a post on Atari Age forums has finally helped me to figure out which way the difficulty switches on the 7800 need to go to be (A)dvanced (to the right) or (B)egginner (to the left) I'm trying to remember to put the Spacetime Protective Barriers up (aka parenthesis) when talking about things "not yet of this time" )) Oh, something different about this game from games that have gone before it: the surface of the water, in addition to providing a sort of "depth perception" to the body of water, actually "shimmers" like the surface of a pond or lake. Well, "like the surface of a pond or lake" in the sense that it is always changing - horizontal lines of blue and light-blue seemed to randomly wax and wane on the surface. It's a nice effect and I'm at a loss to think of another game on the Atari where something was animated in this way simply to provide eye-candy. The surface design has nothing to do with the game play and merely provides an animated aesthetic. Come to think of it, the fishermen also seem to provide a flavor that also doesn't contribute directly to the game play. I wonder if this is the first home videogame to do that? I just can't think of others at the moment. Thank you for reading my ramblings! I might make a game play video of the one-player game to see if my paranoia about the shark is true or not... I swear that sucker gravitates to the left during the single player games. I immediately just played two or three more one-player games, me=hard vs. computer=easy. I lost every time. I don't think my losses are entirely shark-related but if I can blame a shark. I will. Yes, I believe in having irrational prejudice towards sharks. Oh, I got through the entire article without including any fishing-related puns. My cognitive therapy exercises must be working or maybe I just wasn't feeling all that abusive today. Please feel free to put any fish-puns you care to make in the comments. Yes, I'm giving you license to make really awful fish-puns. Oh, the horror! The horror! Next time... back to Atari with Pele's Soccer!
  12. Checkers (Atari VCS, Jul 1980, Activision) “Chess is like looking out over a vast open ocean; checkers is like looking into a bottomless well.” -Marion Tinsley Marion Tinsley was the World Champion of Checkers from 1950 to 1990. Other people only gained the title if Tinsley didn't show up to play. He won the World Championship whenever he chose to play for it. Jonathan Schaeffer was a computer scientist. He lead the team that developed Chinook. Chinook is the computer program that plays checkers. Their story is a great story which I would love to tell you. Instead, I'm going to tell you the short and crappy version of that story. Chinook almost beat Tinsley in 1992. In 1994 they played against each other again. They played six games to a draw. Tinsley had to stop playing because he was in a lot of pain. The pain was cancer. He died a few months later. Chinook never defeated Tinsley. Tinsley's death inspired Schaeffer. Schaeffer's computer program "solved" Checkers in 2007. What that means is that the computer knows all the ways to play the game so that it either wins or draws. A much better version of that story can be found here: https://www.theatlantic.com/technology/archive/2017/07/marion-tinsley-checkers/534111/ I don't really have anything to say about Activision Checkers. It's a good version of Checkers. It's easy to play. The graphics look fine. There are a total of four games on the cart. Three games against the computer. (Novice, Intermediate, Expert) The Novice game takes about 15 minutes. The Expert game can take about 2 hours because the computer takes longer to think. The Intermediate game takes more time to play than the Novice game and less time to play than the Expert game. I bet you already knew that part about the Intermediate game. The fourth game is a two-player game. For the two-player game I needed to find another person. Every person I tried to drag into my house ran away from me. I decided I would cheat by having another computer program choose my moves for me. I chose the website MathIsFun, which has a Checkers game. I put Activision Checkers on Novice. I put MathIsFun Checkers on Hard. Activision Checkers won. Apparently that website is for kids, so don't be impressed. You might have thought I was going to have Chinook play against Activision Checkers. That would have been smart, but I didn't think of it until just now. Chinook is here: https://webdocs.cs.ualberta.ca/~chinook/play/ Let me know if you win.
  13. Welcome back to what I'm now calling Chronogamer LE. The LE stands for Low Effort. If I have to really work up any enthusiasm to play something then that's too much effort, so I will learn what I can about it, read the manual, maybe do some research and play it for as long as I can stand it. If I try to get more involved in it, I'll end up going down a sort of procrastination rabbit-hole where I put it off for, like, half a decade or more and it blocks me from moving forward. I've recently learned I can blame ADHD for this, so, yay for me. Oh, by the way, I found Random Terrain's page that presents some optimal guessing regarding the release dates of games released to be played on the Atari VCS. Nice Job, RT! Your have made it a lot easier for me to get back into this. Bridge (Atari VCS, 1980, Activision) The manual for Activision's Bridge will not teach you to play Bridge. You have to have that knowledge ahead of time. You can get that knowledge from YouTube. You'll learn that it normally takes four people to play this game. You can learn everything you need to get started in about 10 minutes or even less. If you have three other people that you want to hang out with and try a new card game, then this could possibly be an interesting game. Maybe. I'd have to really like at least one of the other people involved to even think about playing any card game these days. Okay, I take that back. I did enjoy playing some Texas Hold-em prior to the Pandemic, but there was money involved and also an attractive woman, so, I guess we understand what motivates me. (It wasn't the money.) Activision's Bridge is for a single player. Like the manual, I don't want to teach you anything about playing Bridge. Sorry. Kinda. Don't look at me like that, just go to YouTube. Regarding this video game: I can see that there is planning and some tactical thinking involved. I can see the appeal of playing this as a social card game with other people. I can see the appeal of having a video game version of Bridge to help a player practice to improve how they play the game. I can even appreciate Activision's Bridge as a way of exploring how to think about playing the card game Bridge. These are worthy and noble pursuits and I admire the courage it must've took for Activision to produce this as one of the four games they debuted in 1980. (Edit: This game DID come out in 1980, but it was not one of the four debut games. They were: Boxing, Checkers, Dragster and Fishing Derby. I'll get better at playing these things in order now that I have a better order for them, but I've dreaded playing Bridge for so long that I needed to get it out of the way so that I could just get back to doing this.) That doesn't mean I have any interest in ever playing it again. Also, I'm a little resentful that I've learned to play a card game that I'll probably never ever play. This is where I'd give the game an emoji rating but it's been so long since I've posted I don't even remember how to do them. In this case it would be one of those "meh" emojis. Oh... okay, that was easier than I thought it would be. Thanks for reading! I might go on YouTube with these articles and show actual game play. I know that I've almost done this in the past and then deleted my YouTube. Sorry about that.
  14. Pele's Soccer (Atari VCS, 1980) As I've said before: "I'm not a sports fan" so how I felt about this game surprised me. Contrasting from our recent excursion into third-party software that had only two games to a cart, Atari's (the party of the first part) Pele's Soccer has 54 games promised for it on the front of the box and it delivers with 28 versions of two player and 28 versions of single player. The "versioning" is three variations each on modes of speed, modes of challenge and goal size. The playfield is interesting in that it's a scrolling vertical field. As you move the ball up or down it, the field scrolls up and down with it. It's another good example of "there's more to this playing area than meets your eye" that was emerging from videogames more and more. Yes, some videogames don't need that, Fishing Derby and Boxing, for example, do just fine without it but I really like the idea of using it to allow the player to focus on "what's happening right now" while being aware of a bigger picture. That's not a very good way to articulate it, but I do like this style of game. I can see how it might not work as well for sport-ports like hockey (where seeing where your team-members are helps) or basketball (important to see the big picture) but for this simplified version of soccer it works. You only have three players for each team and they're locked into a triangle formation, the "forward" at the apex of the triangle and two "backs". You can pass the ball among the members of your little triangle but it takes some practice. I started playing the easier two-player game (game 28) (EDIT: Nelio correctly points out that this is a typo and I was playing the easier one-player game. It's entirely possible though, that I WAS playing the two-player game by myself, which would indeed make it pretty easy.) and unexpectedly found that I enjoyed it. I advanced through a number of the variations, trying them out as I went, finding that the harder it got the more work it felt like and the more my button-thumb began to protest. Regardless, it kept my attention for far longer than I thought it would. I've yet to play it with either of my kids, but I look forward to trying it out with my son, who used to play soccer (ages 5 to 8ish) I think the real plus of this game is how, even on the easiest level, if you're doing pretty well (say, you've scored twice and your console opponent hasn't scored at all yet) the computer player improves its game. The goalie becomes more reactive and I'd swear the blue triangle of the enemy move faster, but again, I tend to imagine these things. Your mileage may vary. For me, personally, it was a lot more fun than watching professional soccer, which, to me, consists of a lot of this: There are penalties in the two-player games that do not exist in the single-player variations that I'm looking forward to experiencing with my son. It would be nice if they could simulate penalties for excessive ear-flicking. While I don't like watching real world Soccer, I must admit there are sometimes amazing moments like this one: (EDIT: Awww, I can't even remember what this gif was, but the link has died. Oh well.) which even makes an "professional sports neutral" person like myself feel begrudging admiration even to the point of tingles. Anyway, sorry for the "half-entry", I really can't count this game as "completed" until I've enjoyed it a bit in the two-player mode. Since I'm a bit retentive about splitting entries into two parts, I'll just edit this one with the two-player information after I've played. (Edit: no, this never happened because OF COURSE it never happened.) Golf is the next game in the pile. (EDIT: When I pulled a bunch of games out of the closet I'd actually thought about doing Golf, but then I noticed Bridge. Bridge is one of those games that I was never able to get myself to play and now that I've finally done so, I'm SO glad it's over. I should do Golf soon. It's funny, because Golf and Bridge are both games that my parents both like to play fairly regularly in real life these days and I just cringe thinking about either.)
  15. Boxing (Activision, Atari VCS, 1980) We've seen a Boxing game once before! 1978 on the APF-1000MP. I'd actually recorded that play session on a VHS tape which now will not load anything because my VCR won't work. Well, the mechanical bits won't work. The electronic bits still work as a conduit to serve my old consoles. All hail the conduit! Oooh, boy... boxing... I don't get boxing as a sport. I get that it takes skill, that it's a discipline similar to any skill that involves using the brain and body. I just don't like that competitive boxing's goal seems to be to punch someone until they're unconscious. Other sports might have greater risk for more serious injuries, it just seems odd to me that boxing still happens as a spectator sport. Enough about my bleh-ness on the subject. Boxing is one of six titles (Six? I don't know why I've always thought there were just four.) in 1980 to be released by a third-party. I'm never totally sure about who the first two parties are. I assume that one would be you, the consumer. The other party would be... the company that manufactures the console itself, in this case, Atari. But which one of those counts as the "first-party" and which is the "second-party". I'm going to guess that Atari would be the first and the consumer would be the second and then out of NOWHERE, comes the third-party, only doing stuff because the first and second parties have done something first. So, Activision. You know that something named Activision has something to do with the game because they spend precious screen-space to emblazon a logo on the screen to read "Activision". Without squinting, I could tell what the screen was supposed to be: two boxers facing each other in a boxing ring. I always thought it was a pretty fair representation of the sport. No need to complicate things by adding the rest of the body. The point is to knock each other out and the head is the best way to do that. Bob Whitehead, the designer and programmer had said that he decided to make the rounds two minutes, instead of however long they are in boxing, because... and all he says is "You'll see." I think what he was saying was "Because your button-thumb can't take much more than two minutes if it can even survive that." This is a tough game for your button-thumb. This is an Atari VCS game I recommend playing with an anachronistic (( Genesis )) controller if at all possible. I thought it was just my old hands complaining, but my son said that he definitely started to feel it after just two games, too. My son thought it was fun in a very simple way - like most games from this era. Not quite the strategy of the games he's into now (DOTA2), but it was short so no biggie. We both particularly liked the animation of the punch landing on the face of the other player and how it collapsed into the rest of his head. We were slightly disappointed that there was nothing to celebrate a KO other than the score changing to show "KO" but we weren't really surprised either. The game has difficulty options which control the speed you move. A difficulty and you're moving slower, B difficulty and you're moving faster. If you want to give your boxing opponent an advantage, set your difficulty to A and theirs to B. If you want a fairly tough game, put yours at A and play the computer on B. You'll likely manage to win, but your thumb will be sore so who's really the winner? I decided to see what the computer would do if you just let your player sit there and do nothing. The reactions varied. Sometimes the computer would come over and immediately start beating on the uncontrolled player-boxer and other times it would pause a few moments before starting the beating. Regardless, about "halfway to KO" the computer would step back a bit, as if to give the player a break, but still dancing around as if to say "So... you gonna fight or what?" and then continue beating the snot out of the uncontrolled boxer-player. Quick video here of the computer (console player?) player beating the uncontrolled boxer-player. No, it's totally not exciting but I posted it anyway. http://youtu.be/WSyW3lKDsSE (Yes, it's a dead link. I'm sorry.) Anyway, it was fun to see Boxing again. If I had to pick a way to compare it to the Atari games that had come out before it, and I'd say it seemed more "solid" and the graphics seem better defined with no blinking. (( Warning: Anachronistic Reference I asked my son "Who's that Pokemon?" and he immediately said "oh, ha. Geodude." )) Annnnd, next time... let's try Fishing Derby, a game I don't think I've ever played!
  16. Maze Craze: A Game of Cops and Robbers (Atari VCS, 1980) Someone in the 70s realized that there was fun to be found by using a computer to generate random mazes with a simple algorithm and allowing people to race through it. The first maze game that I can remember appearing on a home console was for the Fairchild Video Entertainment System (VES) and was cart #10 Maze, Cat and Mouse (1977). I don't know if this is the last "maze game" or not because I can't see into the future. (If I could, I'd have warned people about 80s hair.) This maze game decides to have a theme, and that theme is not merely "racing your buddy through a maze". Instead, it's a complex, textured and many-layered game which can be fraught with societal implications even to this day. It's not a game of cat and mouse! It's a game of Cops and Robbers! Which is totally different because if a mouse fights back, the cat is still gonna win. If a robber fights back, the outcome can be less certain. So, I could totally wax on that, but let's talk about the game instead. The cart contains 16 game variations with each variation further able to be varied by setting increasing parts or the entire maze "invisible". More on the invisibility aspect later. Players each have their little "cops" on screen, starting at the same point on the left side of the maze. The goal is to get through the maze to the exit all the way over on the right side of the maze. Yes, this sounds just like the other "maze" games so far, but wait...there's more!* *the phrase "but wait...there's more!" is over-used and a bit hokey and the creator of this blog would like to apologize profusely for its use. The game variations let you put "Robbers" in the maze. Two, three or five, depending on your selection. The Robbers start at the other end of the maze and randomly run through it. If you're playing the A difficulty game, your Cop moves just as fast as the Robbers. If you're on the B difficulty game, they move faster than the robbers. Players must maneuver through the maze, racing towards the exit, while avoiding the Robbers. This involves a lot of backtracking while trying to dodge the Robbers. How do you dodge the Robbers in what is essentially a single lane maze? You have to hope they take a turn down a blind alley giving you a chance to sneak by. I'm not going to lie, this is fun and depending on your emotional investment in the game, it can be intense (in a fun way). I will say that it's much more fun to play all of these with a partner but it's not necessary. You can easily play all of the games with just you leaving your Cop partner sitting alone at the starting spot. The 16 games the following variants with the number of Robbers or, in some instances, the visibility of the maze. Robbers - This is a race to the end of the maze, but Robbers come after you from the right side and will "take you out of the game" if you know what I'm sayin'. It's interesting because your little Cop doesn't disappear, it just becomes inert and doesn't move. We like to play that the dead Cop isn't really dead (yet) but yelling out to his buddy, "You gotta make it out, Louie! You gotta tell my family I died heroic and stuff...". (To keep things simple we pretended both Cops were named Louie.) Blockade - There's a variant that does let you play a cool trick on your opponent. By pressing the button you can drop an illusory wall to make it look like the bit of the maze you just passed through is actually a dead end. Yes, your opponent can just pass through this pretend wall, but it's a cool trick and if they weren't paying attention to you, they can fall for it. Capture - Another variant has the Cops doing what cops do in a game of cops and robbers, they can catch the robbers. Your goal is to get to each of the robbers and touch them before your opponent does. First to get all of them wins. There's no reason to not enjoy this game for a little while if you've ever felt some degree of satisfaction after getting through a maze. I fully intend to make an actual game play video of some of the more dramatic moments and linking y'all to it. I just didn't want to put off writing a new entry while I was still feeling the urge to write an entry. I wanted to talk about the "invisible" maze options. In most of the variants, if you choose to activate the invisibility option, the "invisible" parts of the maze will not be invisible. You will see your partner and the Robbers making their way along the invisible parts, and if you have a good head for mazes you can use their mistakes to your advantage. It's also possible to have an "auto peek" game or a player peek game. This allows you to see the invisible part of the maze for a brief moment. The problem is that your opponent will also see it. (( Martin Brundle-Fly would have been good at this. ))* (( Yes, by including that gif I AM admitting that I know things about the distant year of 1989, but I couldn't resist. )) (( From now on, if I decide to type something "out of character" for whatever year I'm currently deluding myself into believing I'm in, I'll put those anachronistic comments in double parenthesis. )) Scouts - Also in "invisible maze" you can sometimes have "Scouts". Scouts are your friends who run ahead of you briefly and show you how the maze runs. It's still invisible, but it probably keeps you from breaking your joystick slamming your Cop into an invisible wall because the Scouts give you some idea of where you can go. There, a quick and dirty entry. I'm likely going to add to it with a gameplay video as well as a discussion of a maze generating algorithm. EDIT Still no gameplay video my attention span might not last long enough to do one. I went ahead and did a cringe-worthy pair of videos talking about the maze generating algorithm that I can only hypothesize is used in Maze Craze. I'm a little annoyed at both Quicktime (which seems to want to crop any clip you add to the end of another, instead of just fitting it into the frame... if anyone knows a setting I'm missing, please let me know.) and YouTube, which also seems to decide to crop things. Well, I shouldn't be surprised that there is a learning curve and that freestuff has its limitations. The links to these videos are: Part 1: http://youtu.be/WJBIxAHV28k (EDIT: I'm pretty sure neither of these work anymore.) Part 2: http://youtu.be/XdoPmLaxf8A As always, constructive and sincere criticism is welcome, particularly with regard to any facts that I just blatantly seem to make up on the fly. My next entry should be Activision's Boxing.
  17. ⭐️Atari VCS is looking for you? ***Atari VCS technical support agent for game developers*** https://docs.google.com/document/d/13poSqwPkLtSnigoPrNLB2ZW9ecxs0C097Ftw21prsxI/edit?usp=sharing
  18. Tele-Games Electronic Games Motocross Sports Center IV (Atari, 1977) I kinda "get it" now but back in the late 70s I had no clue what was going on between Atari and Sears. It seemed like Atari stuff in other department stores was labeled "Atari" but Sears was a parallel universe where every Atari item was called something else. Combat was called Tank Plus; Air-Sea Battle was called Target Fun. The Atari Video Computer System was called the Sears Video Arcade, etc. Suspicions of conspiracy often played in my mind. Did Atari know that Sears was blocking Atari products from its shelves and replacing them with rebranded copies? Were these watered down versions or were they just as good as the "real" thing? The world may never know! (Look, I know we know, okay? I just didn't understand then.) One such rebranded (or prebranded) property is the Atari Stunt Cycle sold in Sears as Tele-Games Electronic Games Motocross Sports Center IV. This unit boasts several unique features that sets it apart from other consoles that come fully loaded with several variations on a PONG. Most notably the console resembles the throttle controls of a motorbike. The right-hand throttle is used to accelerate the on-screen motorbike to take it through a series of tasks, depending on the game. The left-hand handle is simply a handle that has a nice rubbery texture to it. The sound effect which accompianies the acceleration of the motorbike shows promise... Motocross Sound Demo on YouTube (Sadly, this video is no longer on YouTube. ) The occasional beeping sound in the middle of my revving is the Motor Bike sprite sliding on its head. The downside to the cool pontential of this sound is that during game play it became an annoying "vreeeeeeem". I'm not saying this is unrealistic, motor bikes make the same sound and some may argue that it's just as annoying. I'm saying it isn't very pleasant to overhear from the next room. Motocross Sound Demo II during gameplay on YouTube (Sadly, this video is no longer on YouTube. ) (by the way, 2:49 isn't a bad time for a five year old.) All of the sound comes directly from the console itself, so forget about practicing late into the wee hours, your family will not be pleased. To accelerate, there's a gear shifting scheme acheived by turning the throttle towards you quickly and then releasing it slightly (Trin's video demonstrates this). This technique of accelerating is related to the way that real motorcycles shift through the geers. When it's time to shift a real motorcycle, one releases the throttle, squeezes the clutch and uses their left foot to "toe" down or up to the next gear. Instead of releasing the throttle in Motocross, the player quickly turns it towards them and then forward again. This is exactly the wrong way to shift gears on a motorcycle because one should never rev an engine while the clutch is engaged ("rev it to the red!!") so, if you learned all your motorcycling skills from Tele-Games Motocross, you're going to have to unlearn them when you get on a real bike. The games in Motocross are pretty simple. The playfield consists of three levels, all of which are connected by a screen wrap-around effect. As the motor bike drives off the right side of the top level it reappears on the left side of the middle level and this is consistent when it drives off the right of the middle level (it shows up on the left side of the bottom level). Each game involves moving through those three levels with various goals. The first game, and most simple, is called Drag Race and the challenge is to get the motor bike through the course as quickly as possible by accelerating it quickly but without over revving it and sliding on your head. (Always dress for the ride AND the slide!) In addition to the "head slide" state there's also a "wheelie" state. If you accelerate just enough, you'll do a wheelie (in case I'm spelling it wrong, a wheelie is when your front wheel is off the ground and you're bike is continuing to move forward.) Motocross uses the wheelie state for a game called Motocross where the player must pull a wheelie over a barrer by accelerating the throttle as they approach it. There also Stunt Cycle. This is the most fun on here. If you were alive and watching TV during the 70's you will probably remember the Happy Days episode where Fonzie does the motorcycle jump and slides into the fried chicken stand. Well, this is similar. You start out with eight buses sandwiched between ramps and every time you successfully jump the lot they add another bus. This game is challenging and fun at first but then it gets hard and finally merely frustrating. If you're not going fast enough when your bike reaches the buses, you will not have enough forward momentum to sail over them. If you are going too fast, you may make the jump but not the landing. Yay! Another opportunity for a head slide! Okay, I blew most of my attempts to get decent gameplay footage, but here's a nice shot of the head slide. Stunt Cycle Head Slide (Sadly, this video is no longer on YouTube. ) You should be informed that there are Expert and Novice variations of each of the Cycle games. The Expert level involves much more sensitivity in the control making it more difficult to not over-accelerate into a head slide. I should also mention that there is a "Sports" in the title of this console because there are also 16 PONG variants you may enjoy by plugging in the paddle controllers. The games support between two and four players and include such Pong hits as Pong, Hockey, Street Hockey and Street Tennis. I'm officially "for" anything that involves up to four players, but I would doubt anyone will ever purchase Tele-Games Motocross blah blah blah so that they can play more Pong. On the other hand, if one doesn't already have a Pong dedicated machine, this is a nice way to get one bundled with a pretty cool Motocross game. With the exception of Atari/Sears PONG and the Coleco Tel-Star Arcade, that wraps it up for the 70s! If I should acquire either of those units in the future I'll insert them into the 80s but now, it's onward and forward! Next entry we'll jump back to 1980 and start playing the Mattel Intellivision (also known as the Sears Super Video Arcade ... oh no! Sears must've gotten to Mattel, too!) 17133
  19. The World's Smallest Functioning Atari 2600 Console! A review of the world's smallest functioning Atari 2600. What are your guys opinions on this little thing?
  20. Today I met... Yorgle Grundle Rhindle ... and they kicked my BUTT! but I did win once!
  21. I pre-ordered one of these...then just went out and bought one on ebay. Brand new, never opened. Looking for retail ($400) plus shipping, that's it! Open to trading for: -MVS Games I don't have (Last Resort, Etc.) -S-Video Modded Atari 7800 alone with cash or with homebrews, games, etc -NTSC Turbo Duo (I'd add cash) -Rare Laserdiscs, not anime but The Matrix, Sleepy Hollow, Blair Witch Project, Bring out the Dead, Etc. -Nice CIB Sega Master System I realize these are rare items so cash probably easiest for most people. I'm pretty deep into my collection and don't need common anything. Thanks for looking, i hope this goes to someone excited about the system as I still am! They are easy and fun to upgrade.
  22. hi guys I make Atari 2600 vcs reproduction console boxes plus repro game boxes. All retyped with all original fonts, retouched and professionally assembled from scratch with no scans or jpegs used. They're all on my etsy shop. Take a look and spread the word if you can. Thanks! https://www.etsy.com/uk/shop/boxingatari
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