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Found 22 results

  1. In the latest episode of my channel I compare and contrast Pac-Man with its various ports. It amazes me how similar each port is, and yet how different. It's funny how everyone hates the Atari 2600 port, but to be honest I think the Intellivision is probably the least spectacular. And have you seen the Atari 8 versions? I'm not sure either of them are official ports or not. Plus, I also discuss two homebrew versions: Pac-Man 4k and Pac-Man Collection for the Atari 7800.
  2. As long as I can edit this post, it will include any of my future hack projects alphabetically to avoid clutter and simplify finding them. NOTICE: If anyone wants AA to make a cartridge of these, feel free; you don't need my permission. They are hacks and as such, I hold no rights to the software. However, if you do want to make a cart, please contact me in case I have a newer version than what's uploaded. Adventure Long-Term "Mystery" Project I was hesitant to post about this because it's going to be a very long project due to my lack of time to work on it. I know there are already several great Adventure hacks and I didn't want to clutter the list. However, I decided to go ahead and share this teaser because it is at least a completely playable hack. At the moment, this is just a graphically enhanced hack of Adventure with a couple extra features, but the groundwork has been laid and it should give you an idea of where I want to go with this. It uses Nukey Shay's new kernel which is just awesome. I borrowed the bat from one of Espire8's hacks. I think it's pretty clear what inspired the castle and the dragon sprites. One of the members here has been very helpful and patient with many questions I've had. I won't mention names yet, because I don't want to draw them into this at such an early stage, but once I'm further along I will give full credit and thanks that are due to anyone and everyone who helps & has helped along the way. Below are screenshots of some of the changes: Click the button for more: Minor update to avoid overlapping the playfield with the Warren Robinett easter egg text. No other changes: Adventure Enhanced.bin Previous version: Cart Labels: Boxing Color Edit I always wanted a blue boxing ring, so here it is. In one version the players are Red & Blue, in the other they have Skin tones. Zip file includes 3 versions: "Red vs Blue", "Skins", & "Blue Ring". Boxing Hacks.zip Buck Rogers: Planet of Zoom Sprite Edit The player ship has been edited to more closely resemble the arcade version. The saucer enemies look more like saucers and the gates look a little more like other versions of the game. No colors have been changed in this one. A good screenshot is difficult to obtain because of the way sprites warp, but it looks much better on actual hardware. Buck Rogers.bin Cabbage Patch Kids: Adventures in the Park Sprite & Color Edit This has got to be one of the best games never released. The author really did a great job with the graphics, gameplay, and sound (yes, even music). I imagine I would have spent a lot of time playing this as a kid. I loved these multi-screen games like Smurf, Pitfall II, H.E.R.O., etc. Anyway, I recently played some older versions of this prototype and it got me wanting to tweak a few things -- so here we go: As I said, the game is already really good, so I looked for ways to polish it a bit, maybe as if it had been released. Player colors made more like an earlier version. I can now clearly tell that it's a girl with pigtails Many more color tweaks -- too many to list Various graphics cleaned up a bit (Trees and, most notably, the grass) Also, it seems the original game was Athletic Land for the MSX, and Konami used it to add the Cabbage Patch Kids license, which is what made it to the Coleco and almost Atari. So, the zip file now contains Cabbage Patch Kids and an Athletic Land version: Athletic Land - Cabbage Patch Kids.zip Previous version: Cart Label: California Games Sprite & Color Edit What can you do to improve a nearly perfect game on the 2600? Not much, but there is one thing that always bothered me -- the footbag player looks like he has a major bald spot. Looking at the graphics, I think part of them were just miscolored, so I took the liberty of updating the hairdo and tweaked the hands while I was at it. The only other change was on the half-pipe screen. I changed the color to gray with black underneath just for something different. I haven't tested it on real hardware with a CRT yet, so the gray may appear too dark and be indistinguishable from black. If this is the case, just post in the thread and I'll change it back. Footbag player hairdo fix and hands tweaked Half-pipe new colors California Games (Hair-Color-Edit).bin Commando Sprite & Color Edit I've always loved Commando on the 2600. Maybe it was because I had never seen the arcade version when I first played this, but to me, it had great graphics and was fun to play so I would show it off to my friends (who were playing Nintendo at the time). Anyway, as great as I thought it was, there were just a couple of things I wished were different. I thought the player/enemy sprites leaned back too much instead of having a more aggressive stance, I wished the bridges in levels 2 & 3 were gray instead of orange & blue. So... here's what I ended up with: Player/enemy sprites changed (adapted the 7800 version sprite to this) Enemy color changed to gray to match the arcade Fertilized those mounds in level 1 so now green "grass" grows on top Sandbag barriers now tan instead of green Grenade boxes now green instead of purple Extra lives sprite edited Orange and blue bridges in levels 2 and 3 changed to gray Green of level 2 / 4 changed to be a little less bright Ground of level 3 darkened a bit Detail (shading) added to fortresses Minor palm tree update for v2: color table error present in original ROM corrected and coconuts darkened. See screenshots. Be sure to unzip the file as it contains 2 variations -- first the standard... Commando v2.zip ...and of course an "Airborne!" version. Here's a version with the player as Rambo!: Rambo.bin Older Version: Double Dragon: Arcade Style Sprite & Color & Gameplay Edit ***New Version!!!*** Seeing some sprites by CDS Games inspired me to rework the player/enemy sprites. Here is Release Candidate 4, also compatible with the Flashback Portable (RC3 is not). See the Cast of Characters image below for new sprites. RC4d - Jan 16, 2017 Double Dragon Arcade (RC4d).bin Here is the older Release Candidate 3. I'm leaving this here because it contains an assembly file and trained versions not yet packaged with RC4. Zip file contains standard version, trained version (thanks to Nukey Shay), 2-button versions, & assembly file. Double Dragon Arcade (RC3 pack).zip Click "Show" button for older versions: Here is the cast of characters, old and new (Updated for RC4d): And here are maps of all screens so you can see what's been done. These are new (Sun Sep 09, 2012) updated to reflect changes in RC3. Note: The forum software is preventing the maps from uploading correctly. It is downsizing the images so they are no longer full-size. : Mission 1 : Mission 2 : Mission 3 : Mission 3B : Mission 4 Latest changes: Major color overhaul for several screens. The sunsets are more like the arcade colors. Combined with other color changes, these screens are now some of the nicest in the game. Replaced mountains with city skyline in the 2nd screen of Mission 3 (with long brick wall). This gives a nice transition from outskirts of the city to the woods. Sprite & color edits for everyone to make them look more like the arcade and/or general improvement. Ex: Abobo's walk has been completely redone. I feel he is much more fluid and his walk resembles the arcade more. New punch, kick, bat-swing sprites as well as new hit & knockdown sprites: most characters hunch forward when hit. Abobo and Shadow Boss turn their heads in addition to previous animation. No change for Linda hit sprite. Font more like arcade font. Graphical changes are probably finished, but I'm not yet satisfied with Mission 2. Yet to do: adjust music volume, add pause feature, title screen. Explanation: Cart Labels: Goofing Off: Dragster Color Edit I always liked Dragster, but thought it might look better with more realistic colors. Here's the result of about 5 minutes of tinkering: Dragster.zip I merged some of Atarius Maximus' Drag Race hack into the source & edited the car to come up with this: Drag Race.zip Zip file contains Blue and Red versions. Dukes of Hazzard Color Edit I wasn't going to upload this but I figured someone might like it. The Duke boys hardly ever drove on asphalt unless they were going into town. So... in this hack, they now drive on dirt roads. I thought Daisy looked kinda like a mermaid with the green pants, so I put her in her famous Daisy Dukes. The General Lee is slightly more orange instead of RED. Last and definitely least, Boss Hogg's face is now flesh tone instead of gray. Dukes of Hazzard.bin Cart Labels: Electric Yo-Yo! Title Screen Edit I simply hacked the title screen of Elk Attack to say Electric Yo-Yo! as it may have looked had the game been completed for release. Electric Yo-Yo.zip Front Line Sprite & Color Edit Front Line is a great game, but I wasn't satisfied with the player sprite. The arcade player has a boogie walk, so I tried several variations and settled on this one. There's not a whole lot you can do with the sprite, but here's my best effort at making the player look a bit more like the arcade. If you don't like it, blame it on the boogie. Also made a few other minor color changes. Changed the background at the beginning from gray to orange/brown Minor color changes to desert area, cacti, and rocks Changed colors of brick barriers Changed colors of title screen to imitate arcade Front Line Arcade.bin Galaxian Arcade - Expanded Gameplay, Sprite & Color Edit Update! My previous upload was a simple sprite and color hack of Galaxian to make it more like the arcade. I was hoping to add 2 colors to the player's ship, but Nukey took it far beyond anything I'd hoped for. Here is his tremendous work with my sprite and color arcade interpretations: By Nukey: added startup animation and arcade-like score table added multiple colors per enemy added flagship sprite made player ship multicolor added sound when starting game heightened pitch of enemy diving sound added difficulty switch functionality (flip right switch to A for normal shots, B for wide shots) added pause (flip color/BW switch to hide player ship, effectively pausing action) added hidden bonus level probably more that I can't think of at the moment By Me: all new player ship sprite changed the enemy colors & sprites made new enemy and player explosion animations changed other colors and sprites to more closely reflect the arcade removed the border (actually, I removed it from the old version, Nukey removed it from the source in this version) For more detailed info about this hack and what's under the hood, see Nukey's thread here. Be sure to unzip, as download includes stock and trained version with invincibility as well as the assembly file. Latest Version: Galaxian Arcade.zip Old Version: Galaxian Vector Sprite & Color Edit neotokeo2001 started a Galaxian Vector hack back in 2004 but left a few things for others to finish. I just found his thread the other day and took him up on that offer. I changed the ship a little bit (the other was one pixel too tall) added the new explosions from my "Arcade" hack made everything green that wasn't before -- including enemy shots left the original title screen logo but changed the colors to shades of green Galaxian Vector.zip Mangia' Color Edit This game is rather interesting, but the colors hurt my eyes. So, I made some changes to make it a little easier to look at. Mangia.zip Zip contains 2 versions as seen in screenshots above. Pac-Man Arcade Gameplay, Sprite & Color Edit This is simply a sprite and color edit of Nukey Shay's Pac-Man Arcade Enhanced hack of Rob Kudla's hack. rounded off Pac-Man and the ghosts made alternate style for the frills of the ghosts tweaked the ghosts' colors to more closely match the arcade changed the color of the pellets to match the arcade reversed direction of extra lives sprite to match arcade tweaked cherry sprite to more closely imitate arcade added detail to ghosts' eaten eyes Zip file contains 2 versions as seen in the screenshots above: one with the alternate ghost frills and one with the original frills. Pac-Man Arcade Enhanced.zip Pete Rose Baseball Color Edit I've always loved Pete Rose Baseball on the 7800. It's about the only Baseball game where I can win with the little patience I have to play a baseball game. The 2600 version's gameplay mechanics are pretty much identical to the 7800 and IMO is an amazing visual accomplishment, but I've never spent much time playing it. I decided to mess with it a little yesterday and one thing that stood out to me was how much more green the grass is in the 7800 version. I decided to adjust the 2600 version to my taste and made a few other color changes while I was at it. Changed grass to more green color Changed dirt to light brown Added skin color to players faces in close view Added color to bat Added shading to dirt along wall in close and outfield views Added a touch of shading to players' uniforms Lightened blue wall and added a little more shading Made outfield grass darker than close view and infield Adjusted color of bases indicator at top of screen I spent some time tweaking the colors to look just right on my TV with real hardware. However, they look too light in Stella and Z26 in my opinion, so I've included an alternate version in the zip that looks a little better in the emulators. Let me know what you think. Pete Rose Baseball.zip Note: Zip file includes 2 versions. Cart Labels: Rampage! Sprite & Color Edit I've always been very critical of Rampage on the 2600. I just couldn't get over the disappearing blocks when you punch a building. Due to a friend who really likes the game, I thought I'd give it another shot. I always did like the gameplay, but I decided my main issue with the game was still the buildings. I decided to try out different colors instead of "pink." Then I figured I'd see what I could do with the sprites. I got to this point and decided I really do like the game and it wasn't so much the blocks of the buildings that bothered me, but rather the pink color on some of the stages. So here's a hack with new sprites and a few new colors (no more pink!). It's probably not done, but it's good enough for now. George and Lizzie share the same sprites, so I tried to come up with something suitable for both. Ralph shares these as well for certain frames. George is a little more brown than before, $F2 instead of $34, and Lizzie is one shade darker to help her stand out against the buildings. The color of Ralph on the selection screen now matches his color in-game. No more pink buildings, but I'm not quite satisfied, so more experimenting needs to be done. Helicopters are now a shade of green like the arcade instead of red. I went with a more blueish green than the arcade, just to give more color variation, since there's already so much green with Lizzie, the items, and some of the people. Player sprites re-aligned to improve continuity between frames. More color added to ground/sidewalk/trolley tracks/docks (see screenshot for example). Some other minor color and sprite changes here and there. Here are screenshots: Old vs New: Latest Version: Rampage v2.bin Older Version: Cart Labels: Tomb Raider: Mystery of the Scarlet Dragon Hack of Montezuma's Revenge Original hack idea by StanJr. You can read his backstory here. I got the idea from his hack in the link above. I used a 16k Montezuma's Revenge ROM and altered the sprites and colors. Some of the sprite edits are from StanJr, some are my own. For the Lara standing and walking sprite, I used StanJr's basic appearance and adjusted it to not get stuck on doors and also to be a bit more shapely. I kept the rolling/bouncing skulls and changed the static snakes to be grinding spikes. The spiders have been changed into snakes like in StanJr's, but with slightly more movement animation. The flares are similar to StanJr's, but have been correctly animated. Of course, the Scarlet Dragon sprites have been borrowed from StanJr's because he came up with an excellent backstory for the game that I did not want to alter. The colors have been changed for Lara, the rooms, and some items. I tried to use colors that fit the environments from the early Tomb Raider series. If anyone would like to see the sprites or colors altered/improved in some way please speak up. I'd love to hear your feedback and ideas on how to make this better! Below are 4 variants of the hack along with some cartridge mockups and level maps: Tomb Raider (Classic).zip Lara with with colors closer to the more recent games: Tomb Raider (Modern).zip Tomb Raider (Underworld).zip (This is an alternate "Modern" with some brown in the shirt and dark gray shorts) If you want the older version with the original Montezuma colors, download the one below: Tomb Raider (Original Colors).zip Level Maps: Cart Label & Mockups: If you would like to read my original (heavily edited) post in StanJr's thread, please look here. Again, I'm always seeking advice and feedback. If you like something about a hack... please say so. If you don't like something about a hack... please say so. If you couldn't care less about a hack... why are you reading this? Xenophobe Sprite & Color Edit Xenophobe on the 2600 has all the important gameplay elements, but I never understood the color choices. Here's my effort at making it look a little more like the arcade & other console versions. New Xeno sprites (& raised by a pixel since they are actually out of place in the original ROM) New sprites for weapons and most pickup items Mothership edited to be closer to arcade version Colors more visually appealing: Rooms now shades of gray, Xenos now shades of green, tweaks here and there Changed number font to match arcade Changed player sprite to more closely match arcade stance & walk animation Made variations for alternate characters Mr. M Brace Mr. EEz Dr. Kwak Mr. Fogg Dr. Zordirz Col Schickn Latest version: Xenophobe Arcade v4 (Multi).zip Be sure to unzip; archive contains all character variations. Older versions: Cart Labels:
  3. To clear up the constant confusion of the homebrews of Pac-Man 4K for Atari 2600 (​assembly versions): ​They each are separate works of art and assembly magic. ​I see the "New Pacman (2016)" pictured in YouTube Videos and even the Flashback Portable box image, when the cartridge / game being talked about is "Pac-Man 4K (2008)". ​-"Pac-Man 4K (2008)" cartridge is sold in the AtariAge Store for $25. It was programmed by Dennis Debro in 2008 as a challenge to himself to see how arcade close a Pac-Man could be made in only 4K. The final binary is not posted in Dennis' thread - his final binary is on the AtariAge Store cartridge in NTSC, PAL50, & PAL60. The entire blue maze has black wherever the white "dots" are drawn. pacman4k_2008.bin ​ ​+"New Pacman 4K (2015)" is DINTAR816's 1st assembly homebrew challenge to himself to get Pac-Man in 4K. It includes arcade-close sound - waka-waka eating sound, arcade-close music, cut scene animation with music, and more. ​The blue maze is solid on the left and right and center "monster pen", even where the beige "dots" are drawn, by using mid-line color changes. Latest New Pacman 4K: Thread & Downloads Link Graphic hack: Score Font, Seperated eaten Eyes: pacmak2600_4k_ntsc_DINTAR816_2016_gfx-hack.bin Starpath Supercharger audio of above graphic hack: theofficialpacman_superchargers.wav +"New Pacman 8K (2018)" is the newest of DINTAR816's 2nd assembly homebrew that expands his Pac-Man 4K to more arcade-accurate gameplay. It includes a title screen introduction of the characters, arcade-close sound - waka-waka eating sound, arcade-close music, better cut scene animation with music, intelligent flicker where moster ghosts become solid, and more. Latest (Oct. 11, 2018) has cornering speedup like the arcade! “Left Difficulty A” makes the maze a darker blue. I like this best. “Right Difficulty A” is Speedup making it faster at the start. I prefer the slower default because you notice the behavior of each monster is just like playing the arcade! Latest New Pacman 8K: Thread post with latest download Link Discussion (comments, suggestions, etc.) of DINTAR816s 8K version at: Thread & Downloads Link
  4. iesposta

    NewPacMan4K

    From the album: 2600

    "New" Atari 2600 4K Pac-Man 02-26-2015
  5. Wave 4 releases shipped from the UK to my door!
  6. Hi, Pac Man is one of my favorite games of all time… lately I have been very interested in comparing the official various ports on home consoles/computers, and if there tends to be something distinct about a port, I try to collect a full copy of the game. Right now I’m looking at the 8-bit (the cart that I have is CXL4022) and when compared to my 5200 version, it… doesn’t feel right for reasons I can’t quite put my finger on. It felt slow and choppy I guess. I notice that Datasoft did cassette and disk versions, and trying the Datasoft ATR bridged the gap and included intermissions. I also notice that there is another cart release (RX8022). I did a search on here that resulted in me getting even more confused, as there never seemed to be absolute consensus. So my question is 3 part: Are the two Pac-Man carts the same in terms of the code contained within, and if not, is there any consensus on the differences? Is there any difference between the cassette and disk for the Datasoft release? I can’t seem to find any pricing data on the Datasoft versions. What about would I be looking at in terms of price to find them in reasonable condition? Thanks for the info in advance. --SilvahaloOne
  7. I didnt have a clue on where to post this exactly, but I posted a screenshot of what I'm calling Paczerk on the AtariAge Facebook page. Its a little audio and visual hack based on Pac-Man. I took the guys from Lock N' Chase and used the number graphics from the Mattel games and used a different maze and background color. So i am throwing my little hack out there for others to enjoy. Any compliments or complaints, please mention them. Thank you! Paczerk.a26
  8. The NES version of Pac-Man is good (as I remember it), and this is a neat lil hack to make it stylictically similar to the VCS original. Well isit's like an NES/VCS mashup! http://www.mediafire.com/download/usq9nu6bp4aayjd/
  9. I just ordered Jr. Pac-Man from AtariMax before I read an article which said one of the roms had a fatal flaw. Is this the rom that's contained on AtariMax's cartridge?
  10. Hey everyone, I have this really cool rare Pac-Man Lunch box. It is really rare and I have it currently on eBay at the moment take a look at it - eBay Auction -- Item Number: 221242704605 Thanks so much - I understand it is worth $50 and it's from 1980. Have any of you seen this one much before?? It's pretty cool I have had it for a long time since I was little it's really older collectible at this point!
  11. I'm going out of my mind!
  12. No extra lives. Faster, more aggressive ghosts. Fruit RUNS AWAY from you. Welcome to the EXTREME portion of Pac-Man Championship Edition 2.
  13. iesposta

    Brian O's artwork

    From the album: 2600

    © Brian O

  14. There have been lots of people who have made efforts to make the definitive version of Pac-Man on the Atari 2600. Vote which one you like the most! NOTE: This is only counting regular Pac-Man. This isn't counting Ms. Pac-Man or Jr. Pac-Man. For my vote, I chose Hack 'Em by Nukey Shay. I think it's easily the best version on the 2600. It accurately recreates the "turbo" function found on the arcade game. It also includes Hangly-Man (An arcade clone/bootleg) and Pac-Man Plus. Awesome!
  15. This only took me 35 years to do, but I'm finally going to have my own brand new Pac-Man cabinet (cabaret version, because that's all that will fit in my house): Over the past few months, I've been getting the parts needed: The arcade board, Pac2Jamma converter board, Jamma harness, RGB to VGA video converter, Jamma power supply, and a 15" LCD Monitor (the Cabaret cabs used a 13" CRT... this and the coin door are the only places I'm changing the original configuration): This pic shows the non-standard coin-door, the light, speaker grill and speaker (in the wrapping), and various switches. The coin door is one I already had, and the 'Boulder Arcade Factory' (link below) said they would modify the coin door opening to fit the one I have! This pic shows the Marquee, Monitor Bezel, and completed Control Panel, all new! I also have the woodgrain vinyl for the sides and front, that match the original cabinet very closely. Most of the things I acquired were from eBay (the vinyl, marquee, monitor bezel, jamma harness and power supply). Most of the other parts (i.e. clamps switches, etc.) were from www.mikesarcade.com The control panel and overlay was the last one from someone on one of the arcade message boards who made new ones. I added the wood underneath, joystick and buttons. Finally, all I need is the cabinet itself, and I'm getting it here: http://boulderarcadefactory.com/Pacman.cabaret.php#album John at Boulder Arcade Factory is very pleasant to deal with, and very professional. I would recommend them to anyone looking to get an exact replica of an arcade cabinet built. They have me on a list, and will only be able to get to it in February, which gave me time to get the parts I needed. In case you are wondering, I've got the Popeye/Hangly-Man version of the rom board there. The reason for this, is the first time I saw a cabaret cabinet back in the day it had this version of the game in it. I also have Regular Pac-Man roms, and a Ms. Pac-Man board to swap out when I feel like it. So, this will be built with all new parts. EDIT - 04/29/2016 Here are the pictures of the construction, after receiving the cabinet. You will see the six boards I put in the cabinet. They all have Pac -> Jamma converters on them and I am using a Jamma 6 switch to go between them. I've removed the 'wireless' part and am using a manual rotary switch. I like it.
  16. From the album: Atari Stuff

    All three of the atari released Pac-Man games.
  17. DeusVult

    Atari 2600 Collection

    From the album: DeusVult's Atari 2600 Collection

    This is my entire collection with systems and controls along with other Memorabillia. This was taken at my apartment before I moved into the house. Building a new display and have ditched the shelf.
  18. (There isn't an Atariage Arcadia 2001 sub-forum, so I'm posting this video review here.) This is a video review of Cat Trax, a game released for the Emerson Arcadia 2001 in 1982. You can watch the video here: This game was recently played for Season 1, Round 1 of the Arcadia 2001/MPT-03 High Score Club that we've been having for the last few weeks over on the Arcadia Yahoo groups. In Cat Trax, three dogs chase a cat (the player) around a maze. You have the ability to somewhat control the maze by opening and closing gates using the keypad on the Arcadia's controller. You can also turn the tables on the dog by turning into a dogcatcher. You can also warp to a random location in the maze. There are 4 different games plus 8 additional options which make a total of 32 possible play combinations. The purpose of this game is to score as many points as possible. Points are achieved when the Cat eats the Catnip (Dots), apple, fish and Dogs themselves. I'm using Ward Shrake's "Director's Cut" of his Arcadia 2001 section of the Digital Press Collector's Guide 7 (published in August 2002) for most of the information that is in this section. Cat Trax is a 4KB cartridge released in 1982 in a long case. It uses the left-side controller. The game is by "UA Limited." This game was intended to be the Arcadia 2001 console group's legalized version of Pac-Man. It was not the first version made; Crazy Gobbler was apparently written before Cat Trax. The November 1982 Electronic Games had a positive review of this game, in which they note that it was barely finished at that time. Cat Trax is one of three games known to have been ported over to the Atari 2600 VCS console by "UA Limited" in 1983. (See also Funky Fish and Pleiades). I hope you enjoy the video; please leave feedback. Adam
  19. The Main Game: Muncher Muncher (also sometimes called Munchie) is the main game for round 3 of the second season of the Astrocade High Score Club. Muncher is an excellent Pac-Man clone, as the following screenshot makes quite clear: This game is one of my favorite games for the Astrocade, and it's a shame that it wasn't released (probably) due to Atari's legal department making threats to sue companies that made copy-cat games. I suppose there is no defense for Muncher-- you can't look at it an not see Pac-Man. K.C. Munchkin for the Odyssey 2, which has only a passing resemblance to Pac-Man, was driven off the market by Atari's lawsuit, therefore Astrocade, Inc. made the right decision, as they couldn't have released this game without a major overhaul. Unlike prototype games for many other systems, like the Atari 2600 or Intellivision, owners of the Astrocade didn't have to wait until the late-1990s or 2000s to get to play rare and unusual games: Muncher got limited distribution in the early 1980s through the Arcadian and at least two other sources. Bonus Game: Nam-Cap The BASIC bonus game is New Image's game Nam-Cap, which was released on tape for $10.95 in December of 1982. "Nam-Cap" is the name "Pac-Man" spelled backwards. That's pretty-much how this game plays too: instead of eating dots, you "up-chuck" them onto the screen. Yeah, kind of gross, but pretty amusing. Here's a screenshot of the game with the maze mostly filled in already: To be sure, Nam-Cap is similar to Pac-Man (the game wouldn't exist without the original), but it's not a clone. It's a neat distraction and has quite a few variants that gave players a good deal for their money. Season 2, Round 3: End of Round Time and Date Season 2, Round 3 will last about three weeks. This round ends on Sunday, April 9'th at 8pm MST. Muncher Here is a preview of the supposedly soon to be upcoming (at the time) Munchie cartridge from the 1981 Astrovision, Inc. catalog called More Games More Fun: Muncher may be the most common third-party game for the Astrocade... but that doesn't make it common. Unless you own an Astrocade multicart, I expect that you'll have to play this game using the Astrocade emulator included with MAME. The Muncher cartridge ROM image (called "muncher.bin") is part of this archive: http://www.ballyalley.com/emulation/cart_images/cart_images.html#AstrocadeROMCollection Muncher was never actually officially released by Astrovision or Astrocade, Inc. Therefore, there is no manual for this game-- but there is nothing complicated about playing it. If you've ever played Pac-Man (or any other dot-eating maze game in the last thirty-five years!), then you'll take to Muncher quite easily. The only big difference between Pac-Man and Muncher is that in Muncher, you must always press your controller in the direction that you want to move. You'll get used to this quickly. Muncher is probably found most commonly labeled as Test Programme, which is the cartridge that the Arcadian newsletter released. It looks like this: Esoterica is probably the company that released the cartridges with the red "Muncher" label. This version of the cartridge looks like this: Here is a video review of Muncher created by "Nice and Games" and released to YouTube on May 15, 2010: I do not know who programmed Muncher. If you have any idea, then please let me know. For those who are interested in tinkering with programming, a disassembly of the Z80 code for Muncher is available here: http://www.ballyalley.com/ml/ml_source/Munch.asm Muncher (Options) Other than the number of players, Muncher has no options to enter. There are no skill levels to select. The game does start a little too slowly for my taste, but before long everything starts moving really quickly. In fact, it probably won't be long before you wish that everything would slow down just a little bit. Muncher (Scoring) Up to ten points are awarded for playing Muncher. Muncher Bonus Points If you play a two-player game of Muncher, then you'll get a bonus point. If you beat Sharon Adams score of 76,310 that was published in the Scoreboard in the June 30, 1984 issue of Arcadian, then you'll get a bonus point. Nam-Cap You can download the "AstroBASIC" version of Nam-Cap here: http://www.ballyalley.com/program_downloads/2000_baud_programs/new_image/nam-cap_%5Bnew_image%5D.zip Be sure to play the version in the zip file called "nam-cap_1_[new_image].wav. Nam-Cap (Options) We're playing version 1 of Nam-Cap, which is called Nam-Cap: Up-Chuck. Each variant of the game has a different title screen, so please make sure that the title screen you see matches with the one I've posted here. Lives in Nam-Cap are called "turns." When you begin your game choose 3 turns. Nam-Cap (Playing Notes) There probably were instructions for Nam-Cap, but they have not been archived. Here are a few things I noticed while playing the game: The Deadly Square - You are chased around the screen by one square. If it touches you, then you lose a turn. Those Pesky "Monsters" - Ghosts, which do not look like a squares (they look like ghosts, of course!), do not move around the maze; they are stationary. You don't see them until you encounter them as you move around the maze, and then they become visible. If you run into a visible ghost, then you lose a turn. I think the lack of ghost movement was done to help speed-up the game, and it actually works better than you might expect. Death on Startup - In one of the variant versions of Nam-Cap, I noticed that a ghost (which appear randomly) can appear on the first space that you occupy. If this happens, then you lose a turn before you even move, which is an extremely cheap death-- and is obviously unfair. I've not seen this happen in the Up-Chuck version of the game (that we're playing), but if you see it, then be aware it seems to just be the way that the game plays. Nam-Cap Images Here is a picture of the tape on which Nam-Cap was distributed: Here are some screenshots of Nam-Cap: This is Nam-Cap's title screen (if you don't see this exact title screen, then you're playing the wrong version of the game): The maze at the start of a game-- before you "up chuck" any dots at all! Here is the maze after you've done a little bit of barfing: When you lose your last "turn," the screen colors flicker though many different colors, I happened to catch the game at a moment that surely does make me want to "up chuck!" Here is a full-page ad for Nam-Cap from the March 14, 1983 issue of the Arcadian: The ad makes a few comments: New Image Proudly Presents Tape #1500, Nam-Cap: Six versions of this crazy game on one tape! Different mazes on each screen. 1-4 players. Saves Hi-Score of the Day. Tired of eating dots and ghosts? Now you can spit them back out! You'll love it!! Nam-Cap (Review) Nam-Cap was reviewed by Michael Prosise in The Game Player column in Arcadian 5, no. 4 (Feb. 18, 1983): 62. Here is the full review of the game: Whacka-whacka-whacka??? Yes! Has the little yellow gobbler finally made it to the Bally Astrocade? Well-l-l-l, a hint is in this game's title, which might be spelled backwards. Don Gladden of New Image has come up with quite an entertaining version (in reverse) of the popular Midway coin-op Pac-Man. In fact, there are six variations of Nam-Cap on the cassette, each unique in its own way. So what is a Nam-Cap, you might be wondering. To use Don's words, the little guy finally ate too many dots and ghosts. Now he's spitting them out! The object of this game is to fill the maze with dots. What New Image has done is to take the Pac-Man game concept and reverse it. You have a maze, with tunnels on each side, that is devoid of dots. You steer the Nam-Cap guy through the maze, trying to fill it with dots, while simultaneously avoiding the pursuing block-shaped object. During the chase, your guy will, on his own, deposit stationary ghosts in three different places that neither he nor his pursuer may pass through. To attempt this will mean his destruction. Nam-Cap is for one to four players, is in color, and offers the choice of one to ten turns. The graphics are good; in fact, the ghosts are just like the ones in Pac-Man. There are several different mazes. A new one will appear each time you complete one. In the six versions, the speed of movement is faster than some of the others. In version four, you disappear after 500 points, the maze disappears at 1,000 points, and after 1,500 points, both disappear! It's fun. Of the Pac-Man-type games that have appeared so far for the Bally Astrocade, Nam-Cap is probably the closest to the coin-op, as far as feel of play and visual aspects are concerned. Although the maze layout is different, it functions just as well. Those who've played it have liked it quite a bit. They've even found it superior to Wavemakers' Pack-Rat. The sound effects are nice also, and another good feature is that the high score of the day, along with the final scores for all players, is displayed at the end of each game. Nam-Cap is fun to play, much like Pac-Man, and should be available by the time you read this. Have fun playing Muncher this round; it's a very impressive and fun game on the Astrocade. Nam-Cap, while not nearly as fast-paced as Muncher, isn't a bad facsimile of the game given the limitations of "AstroBASIC." It is certainly much better than MicroPac (released in 1982) by H.A.R.D., which is excruciatingly slow. Now, go insert the cartridge (or load up the ROM) and have some traveling through a classic maze game. If you're not careful, then you might get "Muncher-Man Fever!" Adam
  20. I played this at a local vintage game swap meet / fair today and found it both cleverly designed and impressively crafted. The board weighs in at almost 20 lbs. and feels rock solid. The "dots" are solid little columns that retract easily when "Pac-man" moves over them and they can be reset with two big, solid levers arching over the tunnel. "Lives" are simulated by having three Pac pieces and energy pills allow the Pac player to move three times in a row. Moves are by (20-sided?) die. The Ghosts player has two dice with one determining the colour of the ghost to move and the other the number of paces. The ghosts' maximum movement is less than Pac's for balanced gameplay. If you don't play it can be hanged on a wall as decoration. Looks like a must-have den deco for any Pac-man fan to me, although it's quite steep. They asked 300€ at the fair with the regular price even higher. The craftsmanship is superb, though, and I'm sure it's well worth the money. You even get a plaque with a serial number.
  21. Pac-Man.avi It’s the year 1981, the Atari 2600 or the VCS was at the height of the popularity and sales were at an all-time high for Atari. The VCS was also rebadged as the Sears Video Arcade and sold through Sears, and other stores. Pac man a very popular game title was in arcades and Atari wanted to bring that into the living room with the family. So Atari wanted a Pac-Man game on the market for their VCS system and they wanted it now. So they commanded Tod Frye to make a cover art, code all in little to no time frame. Frye began work on a prototype version. The company wanted to release the prototype to capitalize on the 1981 Christmas. Development was hindered by the technical differences between the original Pac - Man’s hardware and that of the Atari 2600. The original's arcade boards stored four times as much as a ROM in addition to 2KB of both video and general RAM. The memory types are used to store and switch between sprites. By contrast, the Atari 2600 had only 128B (1/16 of the arcade board) of general RAM and none dedicated to video. At the end of development marketing manager Frank Ballouz tried the game out for himself before sending it to market and manufacture. Soon playing the game he can hear weird beeping noises in the game, the game started to glitch out with the score 0 after playing through level one. He began to question Frye of why he saw that. Frye said it is a work in progress come back tomorrow and he will have it fixed. The next day he walks in and asks where is Frye and coworkers say he has not been seen in a while and he comes into work mostly every day but they were all high so no one has seen him. He walks into the play testing room and sees a Pac-Man cartridge with the words PLAY ME on the front and on the back says HIGH SCORE: 0 all written on with Red Sharpie. He began to play the first time he turn it on we was meet with a red screen with a high pitch noise in the back. So he turned it off and tried it again but this time it worked. It was in color and he played. Pac-Man acted different than the last time he played he kept running into the ghost and the pellet only worked once. Then the screen went crazy with Pac-Man in the corner dieing over and over then he restarted the game to see if that fixed it. It only worked for a second and it happened again and then the screen went black and then he stopped. When he walked out no one was there. He asked “How long was I playing”. He took the cartridge and hid it for a long time until found by a collector in Kentucky in 2015. At the Classic Game Fest Frye ask the collector where did he get cartridge, he replied “I have Pac-Man Fever.” Written By, Devin McCarthy YouTube link to Pac-Man.avi https://www.youtube.com/watch?v=NYhz5cXk5u4 source's Wikipedia Google Atari Age
  22. In case anyone is not watching the Homebrew forum (shame on you ), you must see this!
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