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Found 46 results

  1. Sold Here are 3 tested and working wireless controllers for the Sega Genesis with 2 working receivers. As an additional bonus I am including 1 extra untested 6 button corded Genesis controller. 1 of the 3 wireless controllers has a small piece of plastic broke off it as shown in the 2nd picture, but it does work. The other 2 are undamaged. $50 for 2 controllers and a receiver is a good deal, so an extras make it a steal.
  2. July 24 2017 post - Well, I couldn't put the game down and my scores and strategies have increased. At one time I couldn't score higher than 50k, now I'm regularly hitting over 100k. I'm still not able to get the big-scoring chains. I try to set them up but they get blocked. Usually a chain reaction of four is good enough to finish off the opponents or at least put them on the defensive. You can't putz around too long or YOU will be on the defensive and you might as well give up the round at that point. I usually max out in my chains at the x64 level, but sometimes I accidentally get to x128. (_)3 Earlier Two Posts Follow ... here is my first from April 2017 .... I've been playing Dr. Robotnik's Mean Bean Machine on X360 Sonic's Ultimate Genesis Collection. Oh what a frustrating battle, but I finally beat the quest mode and beat Dr. Robotnik's level, and got the achievement. I wonder how many gamers, without skipping directly to that level via a GameFAQs password , have seen this stage: I think it is programmed well, with good visuals, good puzzler game play (in concept), and very good music composed by Masanori Hikichi. I only now realized the Compile created Puyo Puyo and this version for SEGA - that's Compile who did the wonderful MUSHA and Robo Aleste, also difficult games. But shmups are supposed to be difficult - this puzzle game is so incredibly frustrating! As I played through the 13 levels of Scenario mode, every time I beat an opponent, I did a save state. I played and lost some stages at least 50 times before beating them. I did start to get better skills - recognizing when to rotate one way vs the other - but this game is HARD! I bet it made kids cry back in the day. It just gets too fast. Many times, I was doing well but made 1 mistake and that was the end - the opponent did a miraculous comeback and defeated me. I felt I didn't have enough time to mentally think and build a good combo; instead I was often just trying to survive, playing more on the defense. Once a ton of 'garbage beans' got dumped onto my side, it was usually inevitable that I'd lose the stage again. I half expected the game to inform me, chess-style, "checkmate in 10 moves!" because I felt there was nothing I could do at that point. Then you have the art. Uglier "Sonic" characters there have never been. The bad guys are from the the Sonic cartoon of the early 90's, but it is jarring to see the poor character designs here. I don't like how Robotnik is drawn at all. All the art is unlike the usual Sonic game art. It is satisfying to see their defeated pictures though. So, just sharing the frustration but also the conquest of beating it. I never played the original Compile Puyo Puyo, but was wondering if its 1-player mode was also this frustrating? Update on May 2 2017 I kept at this game even after finally seeing the ending. I kept thinking there were strategies that I just wasn't getting. Then I started to see how to get the highest possible score. The best way for high score is to start at level one and beat each opponent/stage as quickly as possible, getting a high bonus score. These end-stage bonus scores, achieving by quick defeats of those cartoon characters, yield far higher scores that just playing each level -- that is unless you are a master of setting up many chain reactions, which I am NOT. So, I got a end-stage bonus over 20,000 points once recently. Usually I'm happy to get 5,000 to 10,000 bonuses. If you take too long , you get no bonus and might only score a few thousand points in that stage. So, below you can see my progression of high scores with the final one over 50,000 points. I think I made it to the purple pig-on-wheels ("Skweel" ?) before being defeated. Once you continue of course your score goes back to zero. To get that far without losing, I had learned to recognize patterns and to always try to set up chain reactions. I try to never cash in on a foursome set unless I can get at least a 2-set combo. But when the game starts to get wicked, it turns into survival gameplay and I just take whatever I can as the pieces start to accelerate. I doubt I could build 2- and 3-combo sets on-purpose once I reach the harder stages. At that point, the pieces drop so fast that it is mostly a shuffling of the correct color to the left or to the right side, repeat until you win or die.
  3. "That's way more than a little, but still not quite a few."
  4. Have a working Model 1 Sega Genesis for sale here with Sonic the Hedgehog (game complete with box and instructions) and two controllers. I also have the A/V cable, R/F cable, and power adapter. I will be happy to test it in front of the buyer if picked up locally. $60
  5. To my fellow nerds who might find this interesting; here is a short, recent video that I posted to my channel for those interested in seeing me hook the Sega Genesis/SegaCD up to the PSVR using "Cinema Mode" : If you want to see my "tribute song" to retro consoles : If this kind of stuff tickles your fancy, and you want to see my other retro content, please come say hi! You can do that right here, or on my Eggzone Revolution Twitter, FB, or YouTube channel. Have any of you guys used the PSVR headset to play retro games? I am excited to experiment with it some more, although emulation is probably going to be the easiest option. I prefer real hardware though, so when I can afford to purchase a Retro USB with HDMI out, I def will! A Retron 5 would probably work well this way, too.
  6. 8 game Ebay lot. All games include the case, half are complete with manuals. eBay Auction -- Item Number: 180944328834
  7. This sounds cool...a new Genesis Flashback with HDMI output... https://www.polygon.com/2017/6/9/15768616/sega-genesis-flashback-console-premium?yptr=yahoo
  8. WANTED TO BUY OR TRADE: Sega Master System - Space Harrier 3D Manual NES - Back to the Future 2/3 Manual NES - Back to the Future Box/Foam Sega Genesis - Ghouls N Ghosts Insert Sega Genesis - Gunstar Heroes Manual AVAILABLE FOR TRADE: Sega Master System - Rampage CB Sega Master System - Control Stick Sega Genesis - NBA Action '94 CIB Atari 2600 - Asteroids w/Instructions Atari 2600 - Combat loose Atari 2600 - Defender w/Instructions Atari 2600 - Donkey Kong loose Atari 2600 - E.T. loose Atari 2600 - Riddle of the Sphinx loose Atari 2600 - Solaris w/Instructions Atari 2600 - Space Invaders w/Instructions Atari 2600 - Super Challenge Baseball loose
  9. I've had a Model 1 "High Definition Graphics" VA6 Sega Genesis for a few months now and have been playing it on an almost daily basis, and it's worked great. Up until this past week that is when all of a sudden the music started cutting out for a second or two in games about 25% of the time when a sound effect is played at the same time as the music, and sound effects would often drag on for a second or so longer than they were supposed to and sound distorted. This has happened in every game I've played lately (I've tried half a dozen or so different games) but is rather random, sometimes I'll play a game and it'll sound fine and other times the music will cut out randomly and the sound effects will be drawn out and distorted. I've tried using a regular old mono composite cable for A/V output and I've tried patching the sound through the headphone jack on the front of the system for stereo sound instead, but the audio problems persist regardless of whether the sound is coming out of the mono composite jack on the back of the system or the headphone jack on the front. Does this sound like a capacitor issue that could be remedied by ordering a cap kit and replacing all the capacitors or could there be something else funky going on with my Sega Genesis?
  10. http://www.youtube.com/watch?v=hQoGZ0yEdOI&feature=plcp Above is a Video of my Game Room. I know it is a little small and stuff is crammed in there but I am trying my best. The drums aren't always set up they fold away into the closet for the most part. Please enjoy and below is a list of ALL my systems. Thanks for looking and if you guys know why my Jag CD causes interference when attached please let me know. It does it now and it did it back when my Jag was brand new with a brand new CD attachement so I am not sure. XBOX 360 XBOX PS1 PS2 Neo Geo AES Neo Geo MVS Sega Genesis Sega CD Sega 32X Sega Saturn which I forgot to mention, it has Guardian Heros in it. Sega Dreamcast Colecovision Atari 2600 Expansion thingy for the Colecovision Starpath Supercharger. Supercharger interface multiplied the Atari 2600's RAM 49-fold, from its meager built-in 128 bytes to 6,272 bytes, i.e. giving it an extra 6 KB, allowing for larger games with higher resolution graphics. NES SNES N64 GameCube Gamboy Adapter which plays Gameboy, Gameboy color, and Gameboy Advance games Atari Jaguar Atari Jaguar CD Gameroom Classics Mini Arcade Machines The Video is too dark to show a stack of loose 32X carts next to the boxed games.
  11. The interface for a good assembler is just like a text editor, with extra features added to make assembly easier. Take a look at this simulated screenshot, inspired by the Apple ][. This is a multiply routine for the Motorola 68000: There are several things that would make this more of an assembler than a word processor: Under the label "Multiply," there is a blue line stretching across the screen. You could toggle this on or off. Under this line can be shown information about the subroutine (e.g. input/output). Each line of code is indented automatically. The local labels have a period before them, and are not indented. There is a red "+" before the label. Clicking it changes it to a "-" and makes the code disappear. You could click the "-" to make the code reappear. Whether the code is folded or not, it's compiled when requested. When compiled, the branches with the ".s" extension will resolve to a ".b" (8-bit) or ".w" (16-bit) displacement, whichever is the shortest possible. If the extension is left off, assume it to be ".s". That way, you don't have to figure it out yourself. In this example, the screen is 480x360 pixels. Characters are 7 pixels across and 8 pixels down, just like on the Apple ][. In system RAM, this could be handled with one table telling which ASCII character to show (one byte per character), and another table to tell the background/foreground colors for each cell (in each byte, there are 4 bits for background color and 4 bits for background color). By default, the line under labels is enabled, tab width is 8 characters, lines after labels and code automatically indent, and code is not folded. When a mouse is used, the character that the mouse is pointing to is shown in a different color (for example, in the above screen, it would be shown as a white cell with a blue character). Characters would be stored as ASCII. The blue underline is toggled on/off with a control byte, and the tab width is also controlled using a certain byte. You could use any programming language you want, be it 6502, 68K, Z80, BASIC, etc. Regarding the keyboard, there could be additional keys based on what programming language you use. In addition to a regular ASCII keyboard, there could be attachments you could just snap on. For example, a 6502 keyboard attachment might have buttons labeled "LDA," "STA," "CLC," "SEC," "ADC," and "SBC." Next, I'll mention some enhancements you could make to the screen.
  12. Hi... I just purchased an "Atari ST 520" off of ebay for the first time "Ever"; I never really owned one before so I am a first time of one of these machines. I was wondering has anyone ever programmed Mode 7 style graphics on the Atari ST? I've posted picture of a demo of mode 7 on a Sega Genesis and wonder if anyone ever tried to pull it off on the ST yet? It sounds like a neat little project for somebody.
  13. Hey there guys and gals! This afternoon I got a couple of Retro-Bit's new 6 Button Sega Genesis controllers in the mail from Amazon, and since a lot of folks around here have been curious about them I thought I'd take a few minutes to do a little review of these controllers and compare them to Sega's own 6 button controller from back in the day. First off let's take a look at the packaging. Retro-Bit did a really nice job on the box, which as far as I can tell looks almost identical to the boxes that Sega shipped their 6 button controllers in back in the 90's. The plastic insert inside the box that holds the controller in place is rather flimsy feeling, but the controller it holds is most certainly not. To cut straight to the chase, let's take a look at Retro-Bit's offering next to an original 6 button Genesis controller from 1994 that I purchased brand new on eBay a couple months ago and have only put a few hours of use on since then. From the outside it's clear that Retro-Bit's partnership with Sega on this project was a fruitful one. The color, feel, fit and finish of the controller's shell is absolutely identical to the original Sega controller and the cord looks and feels the same as well; with the only difference being that the Retro-Bit controller features a 10 foot long cord as opposed to the 6 foot cord on the Sega controller. Aside from the lack of a "TM" next to the Sega logo on the front and the addition of the Retro-Bit logo on the back, the text on the controller is just the same as the original and the only obvious difference is that the finish on the D-pad and A/B/C buttons on the Retro-Bit controller have a soft matte texture to them whereas the D-pad and A/B/C buttons on the original controller are slightly glossy. As long as we're on the subject of the D-pad and buttons, when pressed down the only difference I could feel between Retro-Bit's D-pad and buttons and the original were that the Retro-Bit ones required ever so slightly more pressure to activate; somewhere in the area of 3 to 5 grams of actuation force if I had to venture a guess. To give them a proper test with a fairly demanding game I popped Mortal Kombat II into my Genesis and first did a full play through of the tournament mode with my original Sega controller, then upon beating the tournament did a second play through with the Retro-Bit controller. After two play through's of MK II's tournament I'm pleased (and a little surprised, to be completely honest) to say that I could find no discernible difference in build quality or function between Retro-Bit's new Genesis controller and Sega's original from 1994. During the 45 minutes or so I spent playing through MK II's tournament mode with the Retro-Bit controller I never once experienced a false input and in practice the tiny bit of extra force required to move the D-Pad and buttons was negligible. My thumbs didn't feel any more tired after playing with Retro-Bit's controller than Sega's and none of my movements felt any slower or less precise. In order to get a better idea of why Retro-Bit's controller performed every bit as good as Sega's original, let's open them up and take a look inside. Peering inside, it quickly becomes apparent why Retro-Bit's new Genesis controller performs so well. It is in every respect, down to the millimeter, an exact copy of the original Sega design. They are so identical that I would be very surprised if they weren't using the same mold that the originals were made with. With the exception of the screws that secure the two shell halves together (which are slightly longer on the Sega controller) every part is 100% interchangeable between the two controllers. In fact, when I swapped the silicone button and D-pad contact pads from the Sega controller into the Retro-Bit one the actuation force required to press the D-Pad and buttons became exactly the same as the Sega controller had; which makes it pretty clear that the only reason the Retro-Bit controller's buttons and D-pad required a tiny bit more force to press is because it has brand new silicone pads in it and the Sega controller's silicone pads are about 25 years old at this point. The especially nice thing about Retro-Bit's controllers being internally identical to the original Sega ones is that if you do ever manage to wear out the silicone button contacts or any other part then they can be easily replaced with any of the numerous replacement parts on the market made for Sega's original controllers. With that future proofing in mind I give Retro-Bit's Sega Genesis 6 Button Arcade Pads my highest recommendation. Never in my life have I encountered a third party controller for any system that was such a perfect copy of the original first party controller as these, and at only $15 each and officially licensed by Sega there's absolutely no reason whatsoever that I can think of to go try and hunt down a used original Sega controller when Retro-Bit's new Genesis controllers are available. They are, for all practical purposes, the exact same controller. Whether your looking for some top quality wired controllers to pair with your new Analogue Mega Sg or just need a good controller or two for your trusty old Genesis, I don't think you'll find a better option than Retro-Bit's Sega Genesis controllers anywhere; past or present.
  14. Hey Guys! I love the Sega Genesis and it has always been one of my favorite consoles. I've owned a Sega Genesis for a few years now and have a decent amount of games. Lately, I've been feeling a bit curious and also conflicting with myself on buying a Sega CD or 32X. Are they just things you get for novelty sake? Will I actually have fun with them? If so, what games should I pick up?
  15. I know that there are alot of Sega fans here, so I wanted to share a video I did of my own experiences growing up with Sega consoles. What are yours?
  16. Hey there guys and gals! I hadn't seen it discussed on here before so I thought I'd point out a neat product I learned about though one of my favorite YouTube tech podcasts: https://youtu.be/X6Z81G8hw8w https://coolnovelties.co.uk/coolnovelties/sega-master-system-1/264-sega-mega-drive-1-genesis-rca-cable-with-stereo-sound.html It seems like a really nice clutter-free way to get stereo sound out of your Model 1 Genesis without a tangled mess of RCA cables, and at $15 shipped to the US it's quite affordable. I went ahead and ordered one and I'll let you folks know what I think of it once it arrives in the mail from the UK in a week or two.
  17. HUGE SALE! Just a heads up that I am offering a discount on all the games that I have helped publish. Note that this will be the last time these are available. See picture below for contents, as all games complete complete in case or box. When they are gone, they are gone. Do not wait for a chance to own a limited edition homebrew games for your collection! I am offering the following: Cowltiz Gamers Adventure Nes Homebrew-$40 plus shipping Game Panic II Genesis Homebrew-$30 plus shipping Game Panic II Sega CD Homebrew $15 plus shipping Game Panic Atari 2600 Homebrew $30 plus shipping Catacombs of Chaos Atari 2600 Homebrew $30 plus shipping Ature Atari 2600 Homebrew $30 plus shipping message me if interested. Willing to sign with any purchase.
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