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Showing results for tags 'Gyruss'.
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Today I have some relatively new information on a $17 controller adapter that you can obtain on Ebay that, when combined with a PC 15 pin gameport to Atari 5200 controller adapter (like the one currently being made by bohoki) will get your Atari 2600, Sega Master System, and Sega Genesis controllers working on your 5200. What's extra awesome about this is that the Sega controllers have compatibility with the two button games, and this is what the Masterplay Clone enables. (Unfortunately, no one is currently producing the Masterplay Clone for purchasing, though.) Here is the Ebay link to the product: https://www.ebay.com/itm/Amiga-Atari-Amstrad-Commodore-DB9-9Pin-Joystick-to-15Pin-Port-support-Usb-Adpt/272348471848?hash=item3f693be228:g:Df4AAOSwUd9aaMnL I've ordered adapters from this Ebay seller, Ikonsgr74, since 2015 and can vouch for his top-notch workmanship. He will not disappoint you. I have some additional good news: The Atari 2600 Trakball works with it to play the digital games that may be worth a try on the 5200. I have tried it with Gyruss, Ballblazer, and Galaxian with nice control results- especially Gyruss. The trakball unfortunately doesn't work with the analog-only games like Missile Command, Tempest, Star Wars Arcade, and Super Breakout. For two button digital games like Defender and Dreadnaught Factor, the Sega Sportspad (which is a trackball) also works great. If you have a couple of Camerica NES products (The receiver for the "Freedom Stick" with Genesis cables and the "Freedom Connection" transmitter device) you can add those adapters and get your NES controllers working on the 5200. I have enjoyed playing with my NES Starmaster joystick and NES Max gamepad on games like Dig Dug and Defender. In fact, on Defender, the Star Master joystick helped me to get my best ever score of around 89,000. That joystick has a very satisfying 'click' for each direction it is tilted- though it's not actually a microswitch-laden joystick like the Quickshot II Plus. Hard to describe, but it's just a perfect joystick and I'm very grateful to be able to use it to play my favorite 5200 games. I've detected no lag by the way, so that's good... Also there's a way to connect the 8bitdo NES Retro Receiver to the 5200 via the two adapters (and Camerica NES products and NES Fourscore) and play your 5200 digital games wirelessly with the controllers it's compatible with: The Dual Shock 4, Dual Shock 3, Wii Remote, and Wii U Pro Controller. I've tested it and had great success just last evening. Hope you enjoy the info. Special thanks to Swami for being the 1st guinea pig to try out Ikonsgr74's newly revised controller adapter on the 5200 (via being added to the bohoki adapter). I'm definitely grateful for learning about this from you.
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- 4
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- Genesis
- Masterplay Clone
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which game would you most like to have in Atari 7800 port
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I've tested and completed my review of the latest and greatest Atari 5200 controller adapter made by Atariage member, Ikonsgr. It's essentially a bohoki-clone that enables you to use PC 15 pin controllers on the SuperSystem. In the video, I've demonstrated a good number of analog and digital PC controllers (gamepads, keypads, joysticks, steering controllers, and flight yokes) being used to effectively play 5200 games. Some of these controllers have the ability to be used as both analog and digital controllers (Makopad PC gamepad, Radio Shack gamepad, and the Vortex 3D), right-hand/left hand switching digital gamepads (Gravis PC Gamepad and the Reveal Gamepad), and there's even one which has the ability to switch between self-centering and non-self-centering ("dead-fish stick") analog joystick control. Check it out:
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From the album: My Collection
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- atari
- atari 5200
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(and 2 more)
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Here you can find the last update of a test game born to test intybasic and overgrow out of control Be Aware: Someone on Internet has ripped off this code producing a blatant fake Gyruss game on cartridge trying to sell it to an obscene price This code is © Copyright 2015 of Arturo Ragozini. All rights are reserved. It is only for educational purposes, no commercial use is allowed unless permission is requested. This will not ban scammers and pirates out the intellivision word, but at least now none will be able to say he didn't know that the code wasn't for free use. [edit] New releases continue in the Intybasic competition 2018 thread http://atariage.com/forums/topic/277250-entry-2018-deep-zone/page-4 Video from an outdated version https://youtu.be/Jd2tplpCxGw update: Features in the current release (dzgorf2018_04_07b): - two enemy sets 8 kinds of movements: 1 spinning left 2 spinning right 3 linear at random position 4 linear close main ship position 5 zig zag 6 homing (now slower than the main ship) 7 stars from back clockwise 8 stars from back anti clockwise - fixed issues with collisions - angular resolution increased - variable speeds for warp, enemies and ship - enemy speed increases at each enemy wave (shown in the top right corner, in yellow) - you pass to a new swarm after killing 8 enemies of a given type (now just 4 for testing) - bosses appear after 8 waves (provisional code) - bosses now can cast bullets and kill the player - new energy bar for bosses - support for score and lives - Gyruss controls on 16 directions - game over sequence and music (courtesy of First Spear) - improved music and voice when ECS is present - background animation for the space warp/meteor warp after bosses - in game music (6 channel log player for PSG+ECS) - title screen with rolling credits - menu screen for sfx testing (press 0 from titles) - 6 sfx and 4 voice samples in the test screen - voice without intellivoice: in game speech using the PSG (and the ECS if present) - PSG log player for intro music (data imported by a pt3 player on msx) - new rom layout (up to 84K) dzgorf2018_02_25.rar dzgorf2018_03_09c.rar dzgorf2018_03_25.rar dzgorf2018_04_04.rar dzgorf2018_04_05a.rar dzgorf2018_04_7b.rar dzgorf.rom
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I know that this may cultivate a divisive discussion around here--the old ColecoVision was meant to be played with its native controllers argument. I've paid attention to that argument, and I've seen the truth in it! Especially with the ball-knob enhancement. But now, finally having a drop-in PCB for the Famicom NTT Data controller, there is at long last a compete solution in using a fantastic D-Pad type controller for the ColecoVision!! This was a quiet little release by atariguy1021, but I hope to keep the torch burning in support of this killer homebrew product. Thanks goes to him for his fantastic work! I'd like to add that I was a fortunate kid, in that I grew up in the 70s and 80s, loving video games throughout the decades. After the U.S. market went bust and 2 years of home computing went by, the NES came on the scene and the rest is history. With that, I'm skilled and fluent in both traditional controllers ("Joysticks") as well as D-Pads. For certain game programming the pad just feels right! ...So here is a short list of some games and gameplay that I've tested with my new ColecoVision Super +Control Pad™ Please feel free to add opinions, write-ups, and reviews of your experiences, likes, and dislikes to this list. Games that Play Better with the Control Pad: A. ) Classic games: Lady Bug - can move around corners much easier, but the game mechanics put in place by the programmers are still prohibitive. Buck Rogers - maneuver your ship with ease. Can blast saucers with less effort and far better gliding skill. Gyruss - this game was designed to use the D pad. Gameplay is now utterly phenomenal, fully playable, and you'll go much farther if you're an experienced "pad professional". Looping - Another game where the D-pad breathes new life into it. Maneuver your airplane with ease. Was able to get to the "End" for the first time! Omega Race - I could go either way on this one, but the pad does help with fluidity in the movement of your ship. Spy Hunter: much more fluidity and the super action controls are much easier to use on the pad. Root Beer Tapper: so much easier, it makes for championship game play. Must play on skill level four! Montezuma's Revenge - A great example of what the pad can do with rigid game mechanics. At the risk of overemphasizing, plays far more like Super Mario Bros. (without the jumping mechanics of course) Star Wars - plays better, but this would do well with a game hack. Ultimately this game needs smoother controls, and up and down directionals could be (re-) reversed. [Also a hack of the music to be louder and multi-tonal would be awesome!] Burgertime: much better gameplay--just like with Lady Bug--eliminates the rigidity of turning corners, etc. B.) Modern games: Wonder Boy: allows the game to be actually playable. I'm pretty sure this game was meant for a pad because it was designed for the Sega SG series of gaming consoles. Much better control over your character and better maneuverability. Twin Bee - Along with Star Force, these vertical scrolling shooters were meant for the pad. Much better maneuverability and control over your ship, and much more fluidity when it comes to fire power. Mario Bros. - another game where you could truly go either way with the controllers, but the pad gives it that classic Nintendo feel. More like playing it on the GameBoy. Star Force - Very similar to TwinBee in its ship's control improvement. Road Fighter - Level mastering freedom! Way easier to maneuver your vehicle and pass levels. Ms. Pac-Man - Again, this one could go either way. Depends on your preference, I think. With your thumb on the pad, you'll have to lift it a bit (rather than rock the pad with your thumb), in order to precisely press each direction. Joust (Team Pixelboy release) - Amazing improvement! Excellent fluidity and control. I could play this one for hours vice using the standard controller. These are just a few games that I've had the chance to experience since I got my Super +Control Pad put together last night. I know there are many more experiences out there, so again, let's hear yours!
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- D-Pad
- Super Action Controller
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For the past year, I've been working on my little homage to early 80s arcade games. Development is nearing it's last leg, however there is still room for me to add things and/or make changes. I wanted to make a post here to see what your thoughts are and if any of you have any suggestions regarding features, etc. I'll also be looking for 2nd phase beta testers soon so if anyone's interested, let me know. I'll be selecting a handful. In this game, you play as the Hive Bomber, the destroyer of hives. The story is bizarre and almost non-existant like many early arcade games. It's not finalized yet but the basic gist is that Mother Nature summoned the Hive Bomber as a method of population control against the ever expanding horde of Cyber Bees. I'm thinking about keeping it as weird and vague as possible. During the early design phase, I decided to treat it as if it was an HD remake of an old arcade game. I'd describe the graphic style as faux-vector/raster hybrid, if that makes any sense. The game itself is basically a mix of Breakout, Gyruss, Centipede/Millipede, and Geometry Wars. You control the Hive Bomber which flies around the hive on a circular path (like Gyruss). With shooting controls similar to Geometry Wars, you fire bouncing cannonball-like projectiles at the hive hexes. Your goal for each level is to find 4 randomly placed honeycombs which are hidden in the hexes. On odd levels, once all 4 honeycombs are found, the hive self destructs (did I mention this game is pretty abstract?). On even levels, you need to also kill the queen which is hidden somewhere in the middle of the hive. If you release the queen before all of the honeycombs are found, she will have an impenetrable bubble shield that won't be deactivated until all honeycombs are retrieved, so it's best to avoid releasing the queen too early if you can. The Hive Bomber has many forms. Forms are essentially powerups that are hidden in the hives - 1 form powerup per hive. Each form has specific cannon attributes (light repeating, heavy, Y-shot, etc.) as well as a special ability (bubble shield, flat shield, wind push, gravity well, etc). You can "carry" up to 2 forms at a time - switching between the two by the press of a button. All forms have the ability to teleport as long as you have at least one teleport unit. Other powerups include speed increase, cannonball bounce increase, and satellites. I plan on releasing it on PC first and maybe port it to mobile platforms later. That's the basic rundown. I'm trying to keep this from being a huge wall of text at the moment. I'll elaborate more if there are any questions. Any thoughts? Does this look/sound like something anyone here would be interested in? THE MAIN ENEMIES THE BEES Worker Bee: Repairs the hive as it gets damaged. Avenger Bee: Equipped with a light plasma cannon. Pursues the Hive Bomber and fires in slow 3-shot bursts. Defender Bee: Defends the hive and protects other bees and allies. This bee is equipped with a heavy plasma cannon and a rechargable bubble shield. Queen Bee: There are a few different variants which have different attacks. All queens have a bubble shield that can only be deactivated after finding all honeycombs. BEE ALLIES Mosquito: Weak enemy that flies across the screen in an erratic manner. Stag Beetle: Heavily armored enemy. Can only be killed by hitting one of his weak points. Fires a cluster plasma bomb. Jumping Spider: Hops around on the hive. Fires webshots that can entangle the Hive Bomber. Also equipped with a light plasma cannon. OTHER Bee Killer: Kills bees. The more they kill, the more powerful they become. After killing a set amount of bees, they will then set their sights on the Hive Bomber.
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I would imagine that many people have already see this Gyruss work record attempt by Kim Köbkes over in Denmark. If not, have a look at the live stream still going on. Currently at 35.5 hours and 45.7 million points. http://www.twitch.tv/chassisarcade
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I've always liked Gyruss but never felt as though I could control the ship properly. The ship would always get "stuck" at one of the cardinal points, and I could never fire as fast as I wanted to. The solution is an arcade stick. I'm using a Sega Genesis Arcade Power Stick, and Gyruss on the A8 is amazing. I'm going to try it on the ColecoVision when I have a chance. I can't imagine trying to play this again with any handheld joystick. Give it a try -- the game is 100x better.
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Sorry if something like this has already been posted but, I did a few searches on the forum and couldn't find anything about this. I have a Gyruss cart that I really want to play and the only way I can give it a good cleaning is to to take it apart. The label is already bad so, that part isn't a problem. The problem is that there is a little cover where the screw most likely is but, it wont pop out or maybe it's factory sealed in place and I don't want to risk damaging the pcb by drilling out the screw cover or trying to cut around the cart's seem. Can anyone help me out on what I should do to open it up with as little damage as possible?
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- parker brothers
- 2600 cartridges
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