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Found 190 results

  1. As reported by Polygon, Tastemakers is releasing a new Arcade1Up series of 4 foot tall home arcade machines for just $399 each. Set to come out this fall, the only catch is that these 3/4 scale arcade machines have to be self assembled, although Tastemakers is promising that the process is a simple one. The Centipede headline cabinet also comes with Breakout, Millipede, and Missile Command, and features a trackball, which is good for everything but Breakout, which really needs a spinner. The Asteroids Deluxe headline cabinet also comes with Asteroids, Major Havoc, and Tempest, and features the classic Asteroids-style button configuration, as well as a spinner, which is needed for both Tempest and Major Havoc. The Capcom machine appears to just have Street Fighter 2. All of these cabinets feature a 17" LCD screen. While that rules out a true vector display for the Asteroids Deluxe machine, I have to say that that one is the most appealing to me because of the more authentic controls. Of course, the Centipede machine does have a certain appeal, even if I can't see myself enjoying Breakout with a trackball. Hopefully the Tastemakers custom emulator is up to snuff and the build quality is reasonable considering the amazingly low price.
  2. With 40 years of our favorite system we have made something very special to commemorate this milestone! THE INTELLIVISION 40TH ANNIVERSARY CUSTOM BALL KNOB STICKLER SET!!! These will be made in a numbered limited edition of 40 sets. They will debut next weekend for show and sales at the Vintage Computer Festival Mid West #14. On September 14&15 in Elmhurst Illinois: http://vcfmw.org/index.html The first small handul of sets will be available there for sale at a slightly discounted price (also no shipping costs obviously. There will also be 1 special unique vcfmw edition which will be donated to the festivals fund raising auction. This will be a 1 of a kind set. The auction takes donations to fund this wonderful show. The show is completely free to the public and this auction helps keep the show going. I highly recommend coming to the show if you have never been there and live anywhere near the chicago area! A few of us atariagers are there every year! These will be available otherwise in 2 versions. The original style (brown and brass): And the spaceage style (red and silver): 1 set will be $54.95 plus shipping to your area. 2 sets will be $99.95 plus shipping to you area. Gift payments by paypal will be preferred. These will ship by cheapest method with tracking info provided. Buyers outside the usa and canada will be required to pay by gift and may then choose any shipping method they desire. At this time we will limit purchase to 1 of each style set per person until interest is determined. These are created as a collectable but are fully functional on all models besides the intellivision 2. We ask that you use them with care. ***There will be no warranty on them for usage.*** But they should be fine if taken good care of and not abused. They will come in a custom display box with info card on the back that is individually numbered. They have 2 ways to be used. They have a removable arcade style ball that can be unscrewed and replaced with a cap. With the cap on they are the exact specs of the original sticklers! They are really quite beautiful and we are very happy with them. This was a combined project my son and i did over the summer. He is 20 and currently studying phisics and engineering at university of illinois. He is very gifted at being able to engineer these so well, and my design ability along with both of our art abilities made for a great father son project to celebrate 40 years of intellivision! We have had alot of fun making them together and we hope you all enjoy them as much as we do! I have played intellivision since about 1981 and continuously collected videogames for many systems since about 1983. My son was introduced to the intellivision before he was even 2 years old back in about 2000. We loved playing uthopia together as well as shark shark and snafu. It helped give him a lifelong love of classic gaming! Anyway please post interest in this thread. If you want 1 or 2 sets, etc. If you would like to hopefully have a certain number or just the lowest or dont care you can mention that too. Numbers 5 and under and #40 are currently reserved. If you would like more than 2 sets please state that as well, but no promises on that. We will go off this thread for first come first serve after vcfmw is over. These are alot of work to make and we will not ask for funds until your set is ready to go. If you dont reply and pay at that time we will go on to the next interested party. Happy Sunday and happy 40th birthday to our beloved Intellivision!!!!!
  3. Some people here may know that I run the YouTube Channel, Retro Core which is host to the weekly show, Battle of the Ports, now up to it's 133rd show!! Each week a new video is uploaded that takes a look at an arcade game then all it's home ports. This week we are taking a look at Side Arms Hyper Dyne Last week Indiana Jones and the Temple of Doom was featured Not only is the Retro Core Channle host to Battle of the Ports but also the Retro Core show that sometimes goes around stores in Japan as well as the real Retro Core show which is now in to it's fifth season. I hope the Retro Core Channel has something for you to enjoy! Mark back when Capcom made more than Resident Evil and Street Fighter.
  4. So I'll be buying an upright, full-size Super Pac-Man machine locally (within minutes of where I live, thank goodness), and need some tips on transporting it. I plan on using a minivan (specifically a late-model Kia Sedona with stow-and-go seats), but am incredibly skeptical about the machine's safety, particularly with the load / unload process. I've seen posts of folks saying it's okay to transport the machine on its back, but no posts explaining a how-to porcess to get the machine in and out of the van without dropping one end. So I have a small list of questions I've compiled: *Should I wrap it up before transporting it? And if so, with what? The van's floor is carpeted. *Will it be easy to get in and out of the van? It's a standard minivan, but my concern is loading it in at an angle, since the top end will have to go in first, so I wonder how easy it will be to put it in and out of the trunk. I'm assuming the heaviest part is the monitor. *Will a standard dolly work, or do I have to get something specific? I live on the ground floor, so I'll just roll it through my sliding glass door. *The carpet of my apartment is pretty plush. Out it be worth getting plastic sliders to stick on the bottom of the cabinet, in case I want to swap out boards and need to move it away fro the wall? Will this depreciate its value? Any and all suggestions I'd love to hear. Thank you!
  5. Freshbroods_NinjaKombat.bas.bin FRESHBROOD(a)Gmail,com is my PayPal. Any donations, however small, will make this project happen sooner! (It's been on delay because I've been struggling with part time work) If anyone is interested, I feel my "proof of concept" passion project has come along enough now to upload it and show you what is possible. I've been fiddling with this off and on for a couple years now. Firstly, this is my very 1st game designed on anything, anywhere. I know zilch about assembly or any other programming language. I delved into Batari Basic as a learning experiment and intro. I know we all prefer originals, but I found a template of an existing game was easier to follow while I learned. While I appreciate all the efforts I've seen from other homebrewers to create fighting games on the VCS, I just knew it was more capable of what's out there now. Some notes: This is a "pixel perfect" version. What I mean by that is that I wanted to recreate as faithfully as possible the higher def graphics using the chunky pixels in Batari- Instead of fighting the program I tried to work within it. Using the more "svelt" bodytype of the MK3 ninja fit very nicely into the 8pixel wide/doublewide frame of batari. I painstakingly studied and overlayed the batari grid over actual Sega Genesis graphics then tweaked them to look as close as possible. (still being tweaked) including jumping arc, height and attack reaches. (still working on the speeds, telegraphs & hit strenghts) but it is possible to get a very playable version that feels like a newer gen I think. I hope you enjoy what I have so far. I'd say it's about 65% complete) The missile has flicker, but at least I can have fully detailed and custom multi colored missiles. I even have barely enough variables left over to create homing missles while the player moves about. (Not implemented- Maybe in "Ninja Kombat 2" There is no sound yet. Not my forte, but if anyone is inspired by what you've seen so far and would like to contribute, I would credit you, maybe even pay a small fee or create a pixel art version of your face and add you as a character? As limited as my knowledge is, I tried to focus on style and substance. Gameplay is #1, graphics a close 2nd. The chunky pixels actually work in favor as every character is a pallete swap but with multiple colors that make them look distinguishable. MK is easier to do than SF2 imo because of the similar body types and fighting styles, but each character will not only have different specials, but also different speeds and hits (when I'm done. Not there yet but very possible to implement- i.e. a fast but weaker uppercut vs. a slower but stronger one) I've tried to recycle sprites as much as humanly possible to get a nice, natural anthropomorphic movement. (Low and high punches for throwing missiles, recycled spin ani for throws, etc..) Holding down+fire while jumping is punch. Just fire- long kick, fire+up, highkick, fire+back, roundhouse.. Others should be intuitive. Standing block will be ala SF2 so you continue to move instead of freezing in place. If hit while holding away, block sprite activates. All specials are down, back, fire.. down, forward, fired.. or rapid down/up. (Not only ease of programming but works better with the stick imo) Yes, I know many are still broken. Still a work in progress.. I am very nearly maxed out on graphic/sprite space.. but there will be fatalities.. of some sort. Anyways.. I've removed a lot of the hit detection and damage- also no A.I. yet in player 2- still working on it. Alot of junk code and notes will be removed by final. Please let me know your thoughts so far, and if you happen to discover any "intentional glitches" please keep those a secret for now so other players can enjoy them! *For a 2p game/demo press Joy1fire on the select screen. After P0 chooses P1 will be able to select. Freshbroods_NinjaKombat.bas.bin
  6. Greetings Atari Agers - I figured this would be the best place to start with my conundrum. Tempest, in the classic arcade format, always was my all-time favorite video game. Recently, I was showing videos of it to my kids and explaining how awesome it was to play, and the battles my friend and I had on the local 7-Eleven's machine. Many years ago another friend of mine actually assembled a controller for me...spinner and all...and downloaded the emulator so that I could play Tempest on a laptop. The gameplay was absolutely just like the original, and it was the equivalent of owning a machine. I doubt, though, that it was legal. So I'm posing the question to all of you, because I'm guessing you would know. I would like to be able to play the classic Tempest in my home, and I would like to know how I can get a proper control with the spinner. As Tempest fans know, you HAVE to have a good spinner to play it. I also don't want to do anything questionable from a legal standpoint, like downloading the game from an illegal site. I don't mind paying for anything I need for this, within reason. I've seen the version that is (finally) available for the 5200, and I do own a 5200 so that might be okay, but if I can't use a spinner control I'll pass on that. Not a fan of trackballs. So...can anyone point me in the right direction? Forgive me if it's been answered elsewhere. Thanks!! Best, Kurt
  7. This is just a press release teaser, but I'll answer whatever limited questions I can! Press release: https://armchairarcade.com/perspectives/2018/10/17/atgames-and-the-tetris-company-announce-iconic-puzzle-game-tetris-featured-in-legends-flashback-console-and-upcoming-legends-ultimate-home-arcade/ Value-Priced High Definition Console and Upcoming Home Arcade Machine Will Feature Legendary Video Games, Including Tetris® Los Angeles – October 17, 2018 - AtGames® Digital Media Inc., a leader in interactive entertainment products, and The Tetris Company, LLC, purveyors of one of the leading and most distinctive video game brands and franchises in the world, today announced that they have expanded their agreement to include the iconic puzzle game Tetris® as one of the featured games in the new, full-size Legends Ultimate Home Arcade machine, which comes with an unprecedented 400 built-in games. This product will join the Legends Flashback console, which is available at major retailers everywhere, and features 50 built-in games, including Tetris. “These new products offer families and gamers everywhere a selection of the best classic games from the top publishers and brands,” says Dr. Ping-Kang Hsiung, CEO of AtGames. “We’re thrilled that The Tetris Company and their iconic game, Tetris, are a key part of these exciting products.” The Legends Ultimate Home Arcade features 400 built-in arcade and home games, including Tetris and other legends from iconic publishers. As a full-sized home arcade machine, the Legends Ultimate Home Arcade offers a gameplay experience like no other. Each game plays just like at the arcade thanks to an authentic control panel that features a matching set of premium joysticks and six buttons for two player fun, as well as a professional trackball controller. The built-in, low latency, high definition 21.5” LCD monitor features HDMI inputs so you can display content from other consoles and media players on the same great machine. The built-in software is similarly impressive, with scan line filtering, an intuitive menu system, save and resume game functionality, and the ability to rewind a game in progress to recover from a play misstep. The Legends Flashback console features Tetris as one of 50 built-in arcade and home games, which have become legendary thanks to their timeless fun and endless replay value. Other games include such hits as Galaga, 1942, BurgerTime, Dig Dug, Ghouls ‘n Ghosts, Mega Man, Street Fighter II: Champion Edition, and so much more! Other impressive features of the Legends Flashback include high definition 720p video output with scan line filtering, an intuitive menu system, save and resume game functionality, and the ability to rewind a game in progress to recover from a play misstep. Two ergonomic six button gamepads are included for one or two player action. “We’re excited to have the iconic game of Tetris included in the incredible classic games lineups showcased in the Legends Flashback console and upcoming Legends Ultimate Home Arcade,” says Maya Rogers, President and CEO of Blue Planet Software, Inc., sole agent for the Tetris brand. “We think the intense, addictive gameplay that Tetris is known for by fans worldwide will be a great fit for these premium console and home arcade offerings.” About AtGames: AtGames Digital Media Inc. (http://www.atgames.net) is a leader in innovative consumer-oriented interactive entertainment products. The company leverages the latest technology to develop and publish its best-selling classic videogame products for worldwide distribution. AtGames is based in Los Angeles, with international offices in Taipei and Shenzhen. About the Tetris® Brand: The Tetris® brand is one of the leading and most distinctive video game brands and franchises in the world. Now entering its 35th anniversary year, the brand continues to be loved globally by people of all ages and all cultures. Billions of Tetris games are played online every year, and over 500 million Tetris mobile games have been downloaded to date. The Tetris brand’s global licensee network includes major video game publishers, including Electronic Arts, Ubisoft, Sega, and Sony/GSN Games, as well as many partners in electronics, toys, apparel, lifestyle goods, entertainment and more. Tetris Holding, LLC is the owner of Tetris rights worldwide, and The Tetris Company, LLC is its exclusive licensee. For the latest information about the Tetris® brand and Tetris® products, please visit www.tetris.com. Become a fan of Tetris on Facebook (www.facebook.com/Tetris) and follow Tetris on Twitter (@Tetris_Official) and Instagram (@Tetris_Official). Media Contacts [email protected] (AtGames) Andrea Sausedo Piotraszewski (on behalf of the Tetris brand) [email protected]
  8. Posting this here for more exposure, if anyone is interested in a new full size multi-game arcade system that will let you purchase and run original ROMs they have just announced a Dragon's Lair themed limited edition, in addition to the standard bar top and full size cabinets:
  9. I'm interested in purchasing the arcade flyers listed below in either NOS, Mint, or Near Mint condition with no distributor stamps/labels. Atari Asteroids Goal 4 Gravitar Lunar Lander Missile Command Red Baron (Cockpit/Upright) Tempest Quantum Warlords Non-Atari Bubble Bobble Eliminator Juno First Nibbler Puzznic QB-3 Solar Quest Space War Star Trek (Upright) Tunnel Hunt
  10. Back in 2015, I was granted permission to access the property of an old mini-golf fun center that had been sitting abandoned for nearly three years at that point in time. The fun center had operated from 1992 - 2012, when the owners defaulted on taxes and the place shut down for good. For my photography class final I decided to do an urban exploration piece, and I was EXTREMELY lucky to walk into the vacant relic of one of my favorite childhood places. Upon walking in, I was shocked to see that there were three games left, pushed into a corner of the game room. One of which was a Ms. Pac-Man machine, which I played time and again whenever I visited. However, I always wondered why it looked so...different. The cabinet, for one, is MASSIVE. The screen, from what I can recall, was far bigger than the arcade original, though it was still a vertical upright monitor. This game also possessed the speed chip, which if my memory is correct, was not added until sometime between my childhood and teenage years. I recall the game running at normal speed when I was a kid, though I could be wrong. But the cabinet itself has always intrigued me. Despite having "MIDWAY" plastered across the top above the screen, I wondered if this cabinet was actually a super-rare bootleg of sorts. I do know the control panel art is original Pac-Man art from a company called Willis (see below) So I have several theories on what this actual machine might be: 1. A official re-release by Midway in the 1990s, using leftover cabinets from other games they produced in an effort to liquidate unsold boards. 2. The cabinet itself is one where the owners can easily switch out arcade boards to classic games they have lying around, just to swap out a game from time to time and keeps their inventory fresh-ish, possibly made by Midway in the 90s. 3. The entire thing, board included, IS a bootleg game, though this wouldn't make much sense as the company that made it would have certainly been sued by Midway for using their logo in stickers. Does anyone else have any ideas? I'd love to hear them, and if anyone else has seen something like this out in the wild before. Before I left, I stuck a note with my contact information to whoever purchased the property in order to buy the game from them if they choose to sell it.
  11. i watched an LGR video on this. but i can only afford a PCB. is there a way to play an arcade PCB like Pac-Man straight from the board without a SuperGun?
  12. Merry Christmas! This game is loosely based on a very old arcade game called Shark Jaws. Released by Atari under the name of Horror Games, originally released in 1975. I added stuff to it, thus the + You are a diver that is trying to catch fish and avoid everything else. There is one life. If you die, you start over. After you catch 10 fish, a new level appears. Avoid the shark. Avoid the walls, they tear up your wet suit. Keep an eye on your oxygen, if it runs out, you die. To replenish your oxygen, go to the top, but avoid all walls. There will be a warning when you get low on oxygen. Avoid the Coral tree. Avoid the mad puffer fish. At a later stage a killer sub will show up, avoid it. If you find bugs, please post here. I did this pretty quick so there should be some. I realize the shark is not pixel perfect on collisions. Your advantage If you die, the fish will be easier to catch (for a while), it's random. Happy New Year!!! version .02 updates: Added deadly coral tree - avoid Added puffer fish - this mad puffer will chase you. Avoid it. Code speedups and clean ups. Some graphic changes. I do not have screen shots of this version - If you want please post some. .03 update tiny graphics updates scanline 262 fixes (looked good to me. Tried it on the Retron 77 with no issues. Contains version .02 updates. I have removed version .02 bin because of issues. .04 update Some code cleanup Minor graphic changes .05 update Some minor graphic changes I added sound to the diver movement. Not sure I like it. Tell me what you think. Good luck and have fun! shark-jaws-plus-01.bin shark-jaws-plus-03.bin shark-jaws-plus-04.bin shark-jaws-05..bin
  13. Eugene Jarvis - Arcade Legend - Podcast Interview - Creator of Robotron: 2084, Defender & Smash TV This is probably my favourite interview to date as I have a long and in-depth chat with arcade, Atari and Williams legend Eugene Jarvis. Eugene shares some great stories of working at Atari, what it was like working with Nolan Bushnell, creating Defender and Stargate. He also talks what inspired him to make Robotron: 2084, Smash T.V. and loads more. He also looks at his current work at Raw Thrills where he keeping arcades alive with amazing innovations. He also talks about his views on the Jeff Minter's Defender 2000 on the Jaguar. Eugene also spends a bit of time discussing his work on pinball machines and the earlier arcade machines. The 1 hour 30 mins chat with Arcade Attack is honest, funny and really insightful. I would be so honoured if you checked it out and shared your feedback. The links to various platforms are listed below: Apple Podcasts / iTunes: https://podcasts.apple.com/us/podcast/eugene-jarvis-interview/id1174983594?i=1000474625155 Spotify: https://open.spotify.com/episode/0Db70NAAhCA7SxonnrZWpG Podbean:https://arcadeattackpodcast.podbean.com/e/eugene-jarvis-interview/ YouTube: If you did like the interview, please do consider subscribing to our podcast and YouTube channel and even leave us a nice review! We have also interviewed other legends in the past such as Trip Hawkins, John Tobias, Tommy Tallarico and many more.
  14. Hey all, We are NewWaveToys (the creators of Replicade) and we just launched a Kickstarter! https://www.kickstarter.com/projects/529306246/replicade-mini-centipede-arcade-machine-replica-12 We are going for a truly authentic feel with our Centipede machine, just in 1/6th scale. It is completely licensed through Atari, which allows us to use all the original art as well as the original ROM. We posted on the Replicade thread, but we also wanted to create our own. If you have any questions about the Centipede machine or anything else, feel free to ask! (although I may not be able to answer everything).
  15. A friend just sent me these pictures.. Anyone ever seen something like this?
  16. After experimenting for weeks I have found a way to get lag-free control on the 5200 digital games as well as a few of the Trakball titles with the X-arcade Tankstick and my custom Tron 80's Arcade Multicontroller (which includes a spinner). This is done with daisy-chained adapters/cables and all the components are currently in production, so it's possible for anyone to get this set up. In the presentation I show a number of 5200 games being played in ways you've not seen them played before on the 5200 including Pac-Man, Beamrider, Choplifter, Dreadnaught Factor, Meteorites, Star Trek, and Zone Ranger. Hope some of you can benefit from this:
  17. 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 BMX course trees edited to palm trees (Alternate BMX edit for brown color if you prefer the dirt courses like other versions) Surfing slight sky and wave color edit to better see wave crest, surfer color edit to have tan California_Games_(Edit).bin California_Games_(BMX_Edit).bin Older Version: 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:
  18. Here's my list of recommended 1980s arcade video games (with Gauntlet marking the halfway point in the decade): TRON Centipede Defender Space Fury Galaga Tempest Missile Command Battle Zone Donkey Kong Pac-Man Mr. Do! Gaplus Mr Do's Castle Burger Time Ms. Pac-Man Robotron Crystal Castles Moon Cresta Dragons Lair Stargate Frogger Phonix Gorf Jungle King Pengo Pole Position Elevator Action Pole Position II Tapper Punch-Out!! Spy Hunter Bag Man Tutankham Time Pilot Krull Venture Satan's Hollow Zaxxon Black Widow Sinistar Tac/Scan Zektor Turbo Armor Attack Food Fight Space Wars Subroc 3D Star Castle Super Pac-Man Firefox Donkey Kong Jr. Millipede Jr. Pac-Man Time Pilot '84 The Glob Mappy Regulus Paperboy Super Cobra Carnival Mouse Trap Star Jacker Mega Zone Space Odyssey Bump 'n' Jump Orbit Blaster Popeye I Robot Roc'n Rope Scion Track & Field Vulgus War of the Worlds Space Dungeon Phoenix Bosconian Pooyan Future Spy Wizard of Wor Rampage Marble Madness Starforce Eliminator Kangaroo Gyruss Scramble 1942 Two Tigers Dig Dug Juno First Star Wars Joust Moon Patrol Qix Turtles Front Line Strong X Berserk Exerion Cosmic Avenger Gravitar Discs of TRON Astro Blaster Frenzy Star Trek Omega Race Asteroids Rally-X Q*Bert Congo Bongo Q*Bert Cubes Asteroids II Star Force Vanguard Vanguard II Major Havoc Xevious Gauntlet Gauntlet II Armored Scrum Object The Empire Strikes Back Ghosts 'n Goblins Green Beret Metal Soldier Isaac II Gradius/Nemesis Section Z Space Harrier Terra Cresta Bubble Bobble Darius Gladiator Ikari Warriors Outrun Rampage Rolling Thunder Rygar Side Arms Spelunker Victory Road 1943 Ajax Alien Syndrome Bionic Commando Black Tiger Blazer Contra Double Dragon Galaga 88 Heavy Barrel Karnov Pacmania R-Type Shinobi Terra Force The Ninja Warriors Time Soldiers Tiger Road Twin Cobra Xenophobe Xybots Altered Beast Assault Cabal Operation Wolf Cobra-Command Double Dragon II Ghouls'n Ghosts Image Fight Last Duel Mirai Ninja Raimais Scramble Spirits Shadow Warriors Silk Worm Sky Soldiers Super Contra The New Zealand Story Truxton Turtle Ship Twin Eagle Vindicators Vulcan Vunture Act Fancer Arbalester Blast Off Burning Force Dangerous Seed Darius Darius II Dyger Escape from the planet of robot monsters Galaxy Gunners Gigandes Golden Axe Gradius II Gradius III Hellfire Ikari III Klax Legend of Hero Tonma R-Type II S.T.U.N. Runner Saint Dragon Search and Rescue Shadow Dancer Strider The Astyanax The Next Space U.N. Squadron Volified Night Striker Omega Fighter Pang Plus Alpha Top Gunner/Jackal Rambo III Arkanoid E-SWAT Battle Shark Tetris Ninja Spirit Fighting Hawk Forgotten Worlds Chelnov - The Atomic Runner Armed Formation Rainbow Islands Gemini Wing Afterburner Afterburner II Xain'd Sleena Tiger Heli TwinBee MX 5000 Blasteroids
  19. Hi all, When I was a kid I used to go to the local arcade hall and play a platform game that played out in an asia / oriental world where a little guy shot balls in different colors at the enemy creatures. I wanna show it to my kids - but I cant recall the name of the game ? Help !!! =)
  20. MAME 0.220 In a world of uncertainty, perhaps you can derive a little comfort from MAME 0.220, our delayed release for the March development cycle. This month has seen fixes for some old bugs in Final Star Force, Ribbit! and Night Slashers, emulation of Crab Grab (the other Game & Watch title with a colour overlay), the acquisition of Solite Spirits (an early version of what became 1945k III), and preliminary work on the Naruto TV game running on the XaviX 2 platform. There are some big software list updates this month, including a lot of Apple II software aimed at North Dakota schools, and the latest VGM music packs. Speaking of which, the VGM player can now show pretty visualisations while you listen. Newly supported peripherals include the Baby Blue II CPU Plus card for PC compatibles, serial and CP/M modules for the HP 85 and HP 86, more sound and disk expansions for the TI-99 family, the CoCo PSG cartridge, and a variety of 8-bit Acorn expansions. We’ve added ROM dumps for a lot of synthesisers in this release, and while most of them are not working yet, they’re there to tinker with if you’re interested. As always, you can get the source and 64-bit Windows binary packages from the download page.
  21. I much prefer battling robots to battling viruses, so I've been inside spending a lot of time on Berzerk in the last few weeks. I wrote up an animated strategy guide and attempted to backwards engineer the AI. So tell me about your experiences with the game. Are the ports any good? And why doesn't Evil Otto have his own game yet?
  22. MAME 0.219 MAME 0.219 arrives today, just in time for the end of February! This month we’ve got another piece of Nintendo Game & Watch history – Pinball – as well as a quite a few TV games, including Dream Life Superstar, Designer’s World, Jenna Jameson’s Strip Poker, and Champiyon Pinball. The previously-added Care Bears and Piglet’s Special Day TV games are now working, as well as the big-endian version of the MIPS Magnum R4000. As always, the TV games vary enormously in quality, from enjoyable titles, to low-effort games based on licensed intellectual properties, to horrible bootlegs using blatantly copied assets. If music/rhythm misery is your thing, there’s even a particularly bad dance mat game in there. On the arcade side, there are fixes for a minor but long-standing graphical issue in Capcom’s genre-defining 1942, and also a fairly significant graphical regression in Seibu Kaihatsu’s Raiden Fighters. Speaking of Seibu Kaihatsu, our very own Angelo Salese significantly improved the experience in Good E-Jan, and speaking of graphics fixes, cam900 fixed some corner cases in Data East’s innovative, but little-known, shoot-’em-up Boogie Wings. Software list additions include the Commodore 64 INPUT 64 collection (courtesy of FakeShemp) and the Spanish ZX Spectrum Load’N’Run collection (added by ICEknight). New preliminary CPU cores and disassemblers include IBM ROMP, the NEC 78K family, Samsung KS0164 and SSD Corp’s Xavix 2. As always, you can get the source and 64-bit Windows binary packages from the download page.
  23. So I decided to build myself an arcade authentic, full-featured twin-stick arcade controller for the 5200...to properly enjoy the 5200 ports of Space Dungeon and Robotron: 2084. Lots of people have made Robotron: 2084 themed controllers, I've even built one for the 8-Bit/7800, so I figured I'd break the mold and build one themed for the 5200 exclusive arcade port of Space Dungeon. So unveiling my Space Dungeon Edition - VVG Experience Controller: Built into a beefed-up Hammond Mfg 20" x 11.25" aluminum enclosure and featuring: (2) iL EuroJoystick, 8-way joysticks w/ round restrictors (2) iL SST threaded top joystick shafts (2) Groovy Game Gear Hard Candy ball knobs (white) (2) Groovy Game Gear Classx push-buttons, w/ True-Leaf Pro leaf-swtiches (1) Grayhill 16 tactile button keypad, w/ custom button legends (6/6) Potentiometers, allowing for full adjustment of each joystick's maximum left, center, maximum right & maximum up, center, and maximum down resistance values for maximum game and console compatibility Custom CPO artwork based on the original arcade cabinet Custom 8' dual controller cord, cable assembly And obviously as the P1/P2 start buttons aren't required for Space Dungeon, they are wired as the 2 5200 fire buttons used in conjunction with the left joystick, thus giving this controller compatibility with the vast majority of the 5200 game library. The only games not playable are the few games that require "analog positioning", like Kaboom!, Super Breakout, Pole Position, Missile Command and a couple of others. Enjoy!
  24. MAME 0.218 It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children. There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support. Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).
  25. On Retrousb.com they sell a Vs Super Mario Bros cartridge for the nes. What I was wondering, is, Would it be possible to Port Vs Duck Hunt to the nes as well since I heard it has many differences compared to the nes version.
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