Search the Community
Showing results for tags 'arcade'.
-
Circus Interstellar is invading an Atari VCS near you! Step right up and get your ticket punched for the most grotesque intergalactic ride of your life! Prepare to twist and dive your way through an intergalactic carnival dripping with dread and violence hiding around every dark corner! Inspired by stellar video games of yore such as Berzerk and Smash TV with a touch of madness from classic films like Killer Klowns from Outer Space and Alien, Circus Interstellar is a blood pumping arcade experience that's guaranteed to give you a chronic case of Coulrophobia! Engage in heart pounding activities including but not limited to: ⚡ Carefully traversing corridors lined with electrified walls (shocking!) and gory bozos! 🥧 Dodge deadly heat seeking juggling pins and high speed gut pies! 🍿 Join in a colorful buffet and become the delicious main course for man-eating popcorn! 🤡 Run for your life from the ever-hungry Jugularnaut or become fast food! 🛸 Unlock upgrades and powerups to make your inevitable death fun for the whole family! 🎪 Earn gameplay modifiers to add a twist of your own to this insane polka dotted party! 🎸 Boogie down with the clowns to a soundtrack that's outta this world! Composed by none other than Dance with the Dead! (WOW!) 💫 Join your buddies on the couch for a 4 player extravaganza and make your final performance a grand one! 🕹️ Atari's classic joystick is fully supported and the best way to enjoy the show! 🎉 And much more! The shows about to begin, are you prepared to pie? The official release date is still to be determined but rest assured Circus Interstellar will be invading your consoles soon! If you'd like to play now, Circus Interstellar is currently available on PC via Steam and itch.io, and there is a free demo on Steam! When the VCS port releases, we will be patching the PC version with the new goodies we add to the VCS! Steam: https://store.steampowered.com/app/984030/Circus_Interstellar/ Itch.io: https://ettinsoft.itch.io/circus-interstellar If you would like to join in on the development cycle, participate in our monthly Ettinjams, or just hang out, feel free to drop by our Discord group and say hello! You can also find a demo there! Discord: https://discord.gg/YZQAj2zUWt Screenshots:
- 7 replies
-
- 4
-
- vcs-developer-chat
- vcs-future
-
(and 3 more)
Tagged with:
-
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.
-
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.
-
I know that the Atari 5200 advertised the Real Sports games and they were cool but I'm really surprised that, considering the analog stick + keyboard (and later, the magnificent Trak-ball) that they never converted their older arcade sports games, specifically Atari Baseball, Atari Football, and Atari Soccer since those games utilized the analog trak-ball controller and had buttons for preset plays. That seems like it would have been stupid easy to adapt to the 5200. I think the Football and Soccer versions also had 4-player versions of the cabinets? I know it would be pretty expensive to have 2 (or 4!) Trak-ball controllers for the 5200 just to play those games but the joysticks would have been good enough, probably, and the keypads would have lent themselves perfectly for the play selections. Maybe they thought the games looked too primitive and they left that style to the 2600, which had no hope of recreating the look and play of these games without loads of flickering, probably. As a Trak-ball controller fan I'm biased, obviously, but I would have loved to have had a home version of Atari Football, especially one that wouldn't have ruined my hands with those giant trak-balls, hahaaha. And the Baseball version which I've never played. They could have added basic colors to the game for the field and the team colors (with an option for classic vivid black and white). But keep the Xs and Os for the Football game!
-
After a (too?) long break after the first release candidate and a lot of extra Hard WorkTM of many people, we proudly present you: The first beta release of Star Castle Arcade for the Atari 2600! The attached zip file contains two ROMs, one for Stella (suffix ".bin"; make sure to get the latest version, always a good idea!) and one for the Harmony cart (suffix ".cu"; BIOS 1.05 required!). The game is 99.9% done, so what this version needs most is some extensive play testing with fresh eyes. The difficulty starts too high or ramps up too fast? The homing mines become too aggressive? The sounds are not well balanced? The controls feel sluggish? You found a bug? ... Eagerly awaiting your feedback! The changes done since the last release are too long to list them all here, you will notice the most relevant ones anyway. Here are the more important ones: To allow better maneuvering, the vertical size of the play field area has been increased, the ships size has been decreased. You got a 3rd bullet to fire simultaneously. How great is that? Difficulty now ramps up with the score, not the castle. Sounds and graphics have been added or greatly enhanced. Thanks to Nathan Strum and Ivan Machado (LS_Dracon)! For your pleasure, the rings are now more nicely animated. They also now behave more like the arcade version. Many, many small changes to make the game more close to the arcade version Improved high score saving For some more details, please visit my blog. Switches: RESET (during the game): abort game SELECT (at the title screen): change palette (NTSC, PAL, B/W) Setting the LEFT DIFFICULTY to A will cause game to start at a higher difficulty (~50% of the maximum difficulty). Very helpful for testing, too. Setting the RIGHT DIFFICULTY to A will cause the ship to be destroyed by the rings (instead of bouncing off). This is nasty! Note: You must start a new game to make difficulty switches changes become effective. No cheating for high scores! The game now maintains one high score per difficulty setting. Besides the palette, the initials are saved now too. So, except when playing against your friends, you never have to enter your initials again! Note: Note that the high score table is not stored to your Harmony in this version, so it will be deleted when you switch off your Atari. But it works with Stella. UPDATE#1: Added revision 133 (Final Beta) UPDATE#2: Added revision 140 (another Final Beta ) (fixes rapid shooting and mine wrapping bugs) SCA_124.zip SCA_133.zip SCA_140.zip
- 393 replies
-
- 18
-
- Star Castle
- Arcade
-
(and 1 more)
Tagged with:
-
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:
- 135 replies
-
- 19
-
I made the video about a year and a half ago in honor of Atari's 50th birthday. I'll admit, it may not be 100% accurate, and it may be short, but feel free to tell me what you think.
-
Hello, I'm Pazur from Zelax demoscene group and I wanted to share news about a new game that we are developing for Atari - Cosmic Hero 2. We've just released the first teaser of the game together with some information about the game and a couple of screenshots. Cosmic Hero 2 Teaser on YouTube Download the first Cosmic Hero game (2004 release) The hero who saved the Earth returns after 30 years to help the mankind again! Cosmic Hero 2 is a logic and arcade game based on mechanics similar to the well-known Sokoban and at the same time a continuation of the first Cosmic Hero from 1993. The sequel retains the basic rules of the game (collecting scattered "blobs" of liquid energy and laying out a wire to open the exit from the map), but adds many new, unique elements that provide a variety of logical and arcade challenges. During his mission, the player will visit several planets differing in graphics and music. The game is being created by the Zelax Group with the same team as 30 years ago. Pazur is the author of the game as well as its prototype programmer, graphic designer and the gameplay content creator. The Atari coding (in 6502 assembly) is done by Święty @Saint (Swiety) and the music is composed by Foster @Foster_MSX. Cosmic Hero 2 is currently in active development and is being developed using modern development tools. The prototype, which is an almost 1:1 representation of the future game, is developed using the Unity engine. The prototype also includes a map editor. Once all aspects of the project are worked out, porting the prototype to Atari will begin. The sound is created in RMT and recorded by Foster from a real POKEY. Main features of the game: larger than screen maps with horizontal and vertical scrolling, full screen gameplay area, refined, detailed graphics in carefully selected color palettes, rich sound design in the form of experimental music that makes the most of the capabilities of the small Atari sound chip, the effect of the shadow cast by objects on the ground calculated in real time, moving objects for an arcade gameplay elements, rich game mechanics allowing for complex interactions between objects, 3 types of ground surfaces affecting the gameplay, varied maps, this time with more initial ones, introducing the player to the rules of the game Greetings, Pazur/Zelax
-
The original arcade version that is? I just can't seem to get this thought out of my mind. I mean Space Harrier, Afterburner, Virtua Racing, Virtua Fighter, Mortal Kombat II, and NBA Jam TE were all near direct arcade ports to the 32x. I wonder if it would be relatively easy or if it would take a team hundreds of hours to make it happen. Anyone with any technical knowledge or coding background have any insight on this? Thanks, and going to keep dreaming in the meantime.
-
I am selling this joystick made by me. Laser cut and engraved wooden case. Possibility of customizations. Possibility to configure the two buttons with the same function or with separate functions where supported. The joystick is very precise and has microswitches on both the lever and the two buttons. DB9 connector obviously. They are for sale on eBay, I ship from Italy. I'll post the link for those interested: https://www.ebay.it/itm/166527055748
-
I gotta say, Space Invaders SNES looks just like the arcade version graphically, but it's a little off in the sound department. Anyone else got any good ports of arcade games?
-
I have only played a very small handful of arcade games, i kind of was born far past the prime of arcades and i only really know of the usual suspects ( Pac-man, Dig-Dug, Pong, Asteroids ect), was wondering on suggestions of forgotten or obscure games that might be good looking into.
-
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
-
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!
- 17 replies
-
- arcade cabinet
- arcade
-
(and 2 more)
Tagged with:
-
Amidst the depths of space, polka dotted peril awaits... Game Description In the distant future, mankind is at the brink of extinction. Set on a mission to find resources for their dying species, the voyagers encountered a strange, sadistic alien race with a clownish appearance. Will the survivors escape the gory circus? Or will they be assimilated like all the others? Trapped in a spaceship with electric walls and vengeful alien clowns, the goal is simple: Get back to your cruiser at the docking bay and escape. But these gruesome bozos have some nasty tricks hidden up their sleeves and seem to know your every move. You must outwit and slay any clown that stands in your way, but you must make haste! For as you linger, you attract the attention of the ever-hungry Jugularnaut... Lock and load, kill clowns, and run for your life! Key Features -Heart throbbing music by Dance With The Dead -7 difficulties -4 player local coop/cutup -2 game modes (Escape mode, Survival/Deathmatch mode) -6 bosses -Electric walls -E-Z-Walls (for those who find electric walls too hard or frustrating) -50+ levels -Hardcore mode (1 life) -Freeplay mode -Chock full of game modifiers to customize gameplay to your liking Check out the trailer: Circus Interstellar - Lifes a circus trailer Screenshots We just released the final version of Circus Interstellar on both Steam and Itch.io! iiRcade users can pick up the game through the Itch.io DRM free copy and upload it to their cabs using the Mystery Encoder USB enabler! Right now we are in the process of putting together a custom MAME based cabinet to show the game at our booth for this years Portland Retro Gaming Expo, so if your interested and want to play it on an actual Circus Interstellar cab, head on over to the Ettinsoft booth and get to killing some bozos! 🤡 We plan on posting pictures of the Circus Interstellar cab when we finish it, we'll probably post that over in the Arcade and Pinball forum, so keep your eyes peeled! 👀 Steam link: Circus Interstellar on Steam Itch.io link: Circus Interstellar on Itch.io
-
For those who don't know there is a Cabinet of Berzerk that was in Friar Tuck's Game Room in Calumet City outside of Chicago that has 2 Deaths associated with it. The first death was from heart problems while playing the game and getting a high score. The other was from a deadly knife attack after a fight over tokens left on the game being used by someone else. Friar Tuck's closed and I am assuming they sold off all the games to private collectors and or other arcades. Which brings me to the question did purchase the Berzerk and do they know it's deadly history? Anyone hear about any collectors bagging or talking about the cursed Berzerk? Would anybody want to play on that Berzerk?
- 11 replies
-
- 1
-
- Friar Tucks
- Arcade
- (and 7 more)
-
I got an Astro Wars cocktail cabnet for 250$ Canadian yesterday Its a clone of Galaxian , a very good clone. Never heard of this game might be rare i dont know. Im just excited to have my first arcade machine.
- 20 replies
-
- 7
-
- 26 replies
-
- 9
-
- mortal kombat
- port
-
(and 3 more)
Tagged with:
-
So I've been tinkering with the idea of having a full sized arcade cabinet in my house (now that I have a house of my own and room), but I'm hitting a bit of a wall as to what method I should use... Feel free to jump down to the bottom for the highlighted "Questions I want definitely answered" if you want the short version of this thread. I have the following options to choose from I figure: Buy the real deal arcade cabinet. Pros - Would be really awesome and authentic Cons - Expensive and a lot of work to fix it (depending on condition) Buy a pre-made Multicade Pros - Large selection and ready to go Cons - Almost as expensive if not more so than the "real deal". Also may be closed off and stuck with random nonsense Buy a nice DIY kit Pros - Can customize it and make what I want, cheaper then previous methods Cons - Art is extra and most of these use a Raspberry Pi* Make it all myself (to a point) Pros - By far the cheapest method. Can tailor exactly what I want. Use what I already have Cons - Clearly the most work. Will require tools and knowledge I may not have or will have to borrow Now it's probably already obvious which ones I'd prefer... Option #3 and #4. I have several pieces that could be use for either project. Two LCD monitors (Square SCEPTRE and Rectangle ACER) Old Workstation PCs (Intel i5s) - *The reason I put a Raspberry Pi as a con... I don't want to buy one. USB Arcade Stick (PS3 Injustice one.) I have the following guidelines for what I'd like to end up with. Feel free to give input/opinion on any of this! Prefer a stand up arcade to a barcade. However cost may prevent this! Prefer to keep cost under $200. Absolute max is $400. Prefer to use what I have versus buying more. (I'm fine getting a Raspberry Pi if it's overwhelmingly the better choice.) Maximum game system capability needed is PS1. (Any higher up is just bonus.) Ideally nothing overly complex.** **This is a vague statement because I'd prefer avoiding major skills or tools I don't have. (I suck at soldering. My art capability is non-existent.) I can borrow a few odd power tools if I do the "Make it all myself" method. Now the final bit of this post are the "Questions I want definitely answered" Linux Build VS RaspPi - Who wins? Depending on answer above, suggested software? What's a good place to get art printed? USB Arcade Stick VS Buying Buttons & Sticks - The better choice? If I buy the Buttons & Sticks - Is wiring these difficult? Do they require programming or soldering? Should I get over the work and just do it all myself? Again! Any inputs and opinions are greatly appreciated! Even if you just have a set of good links or stores to hit up.
- 40 replies
-
Lately I've been enjoying the new Atari 50: The Anniversary Celebration on the Nintendo Switch (https://www.mobygames.com/game/switch/atari-50-the-anniversary-celebration). It's got a lot of amazing content including pictures, interview videos, and playable games. There are definitely some games included in this collection that weren't included in the other collections I've used in the past, such as the Atari Vault on Steam, and Atari Flashback Classics on the Switch. But the one game in particular I've gotten addicted to is the arcade Cloak & Dagger. I've known about this arcade game and the home ports that never made it to market for a while, but I don't think I've ever actually played the game until this collection. On the surface, it's a two person shooter (it was released as a conversion kit for Robotron cabints). But there is also this element of finding "secret boxes", extra lives, and avoiding explosives. There are the conveyor belts which can move you across the screen quickly, or hinder your process, depending on which direction they are moving compared to you. It's very hard, and I just can't seem to put it down.
-
I have been fortunate to get my hands on a Coleco Telstar Arcade Model 6071 (the triangular one). The RF modulator has deteriorated and I need to convert this system to composite video. This is where I need help. It looks like it would be pretty simple to do, but I'm a newbie and I don't completely understand the chips and pins and I don't want to risk destroying the console by experimenting. I'm attaching some pics for reference. There is a single coax cable connecting the board to the RF converter. I would assume that this cable is carrying all of the video information. Can I just take this signal and convert to composite? Does anyone have instructions or pictures that are specific to the Model 6071? I would greatly appreciate any assistance anyone could provide.
-
Favourite Atari 2600 Arcade Ports
AlwaysOnPlanetPatrol posted a blog entry in Rose-Tinted Recollections
Atari was probably the first company to license arcade hits to complement their own library which they offered on the VCS and soon third-parties followed suit (Parker Bros, M-Network), or in case of some others (Sega, Bally Midway, etc) ended up spinning up their own companies to make and publish these home console versions. It's interesting how Coleco basically went with the arcade-conversions only, which were so prominently displayed on their boxes. As a kid, I remember seeing that and being impressed by that. But other than Time Pilot (which was not a great conversion), most Coleco games for the Atari always left me cold. Anyways, my list is: Space Invaders Double Dragon Ms. Pac-Man Pole Position Frogger Track & Field Tapper Bump'n'Jump Galaxian Q*Bert 1. Space Invaders What can you say about Space Invaders which hasn't been said? It was truly the killer app for the Atari 2600. It brought them a ton of console sales; compared to Asteroids, Berzerk and Missile Command which came around the same time, this is the one that people recognized quickly (before Pac-Man that is) and you can play it quickly. This is one of the few games that I recall my dad playing with me on the Atari 2600 back in 1982/83 when I had borrowed the game from a friend. I never get bored playing this game. I love picking off alien by alien and there is a ton of variations on the cart to make it interesting especially with two players. 2. Double Dragon Yes, Double Dragon. This is one of my all-time favourite arcade games and I can finish it on one quarter which I just did recently when I was Las Vegas and they had it at one of hotels. I recall some of my friends having it on the Sega Master System and Nintendo, and thinking it was pretty lame. I also remember the Amiga 500 version that my friend had and thinking that it looked better than the arcade. So when I saw it the local Consumers (along with F-14, Commando, Rampage, etc), I bought it right away. Crappy graphics and limited gameplay. But man, I love playing this game. I like the fact that someone actually tried it on an Atari 2600 and squeezed a 3-button control scheme into the poor Atari joystick controller. Most of the time I can finish this game and will one day put on a longplay video on Youtube! 3. Ms. Pac-Man Like Hitman Hart, this is the excellence of execution. It is everything that the original Pac-Man wasn't. I actually only played this game for the first time in 89 and thought it was outstanding. Little or no flicker, different mazes, the bonus and speed were perfect. Reading the stories now about the Pac-Man fiasco, it's funny what a massive difference the extra 4kb made. Ms. Pac-Man drew a new line in the sand for the Atari games and set a new standard. 4. Pole Position Obviously I like arcade conversions where I was okay playing them. Pole Position is one of the very arcade games that I had mastered and could finish most of the times. The graphics and sound were not great, and the automatic acceleration is one compromise that had to be made. I just love the fact that the same arcade track was converted into the 2600 and the sense of motion that you get. One of the finer examples of arcade conversions for the VCS. 5. Frogger I remember playing Frogger in a dingy backroom in a restaurant (circa 1984) in the small town I lived in for most of my teens. I always like the game and was okay in it. I was very surprised how good the Atari version was when I first got it in 89 from a used book store. The gameplay was all there and while the graphics weren't great, they did the job. And yes, I've seen the Starpath version (which is phenomenal), and just went with Parker Bros version because of what it does with its more limited resources. 6. Track & Field There are times that I look back at how much money I spent on Hyper Olympics and wonder what else I could have bought with that allowance that went into that game? Another Atari cart (Spider Kong) or perhaps a LCD hand-held game? Hyper Olympics (aka Track&Field) was awesome and I could make it past the first round no problems. This Atari conversion is really good and it's (un)fortunate I never knew of it around 83/84 because perhaps I wouldn't have been so fixated on Activision's Decathlon. All the events are in there and they even have the head-to-head races, not to mention allowing you to enter your initials. I have to get myself a proper controller (or build my own). 7. Tapper I've never seen this game in the arcade, or at least don't remember. I bought my 2600 cart off eBay and was surprised how good it is. It has 3 different levels and the playability is top notch. It's a very fun game and I can play it for long periods of time. I have played the arcade version in MAME and I can't say this is the type of game I would have sought out in the arcade, but it's a fun with a good sense of humour. 8. Bump'n'Jump I don't remember playing it in the arcade when it first came out but noticing after I got a copy of it for the C64. Always thought it was a fun game to play and once you had a sense of the road pattern you could do really well. I found a copy of this at a flea market in Pickering and probably the best $10 I spent for a M-Network game. 9. Galaxian After the dominance of Space Invaders, there were two sucessors: Phoenix and Galaxian. I always wondered why Atari got both licenses and I suppose it was partly to ensure no competitor was able to get it. I thought that this conversion was well done and the movement and difficulty were just right. Like Space Invaders I can easily spend a couple of hours playing this over and over again. Weird that I was never really into shoot'em ups, but considering that I played Galaxian quite a bit when I was younger, I have to say that this conversion is pretty good considering we're dealing with some significant constraints with 2600 hardware. After reading about the tricks and limitations of the 2600, I can't help noticing things like flicker, solid colour for the attacking aliens and playfield used for the formations. Overall, it's a great game and perfect to relax for a while. 10. Q*Bet Just saw with the talk from the creator of Q*Bert and it's interesting to hear about the development history, it's worth the 45 minutes of your time. The Atari 2600 did a pretty good job considering the graphical limitations and is probably the worst looking of them all. It's a pity that the last row had to be sacrificed with in my mind throws the feel of the game off and makes it for a cramped game at times. It is one of my favourite games on the 2600 and always brings me back to play another round.- 1 comment
-
- atari 2600
- ports
-
(and 1 more)
Tagged with:
-
WIP ps the name is broken on purpose demo.cfg demo.bin
-
Greetings all, I'm trying to get back to programming between things that keep taking up my spare time. I decided to go back to the original Atari classics and work on my game logic basics and optimizations before moving on to other projects I need to complete and want to start. Space Race was the second Atari arcade game after Pong and used the same hardware. Nolan Bushnell worked on this before having to move on and run the company. I thought I would try my hand at coding it on the 7800 using the original black and white graphics style. I decided to run this one in 320A mode and I stuck with single player. I know this game has been hacked on the 2600 using Freeway (which was inspired by Space Race) but I went back to the original game and tried to recreate it as closely as possible from scratch. The object of the game is to get all the way to the top through all the space debris without being hit. There are no lives, so the only limiting factor is time. Players are given 60 seconds to complete the trek as many times as possible. When the game is over players can then go back to the main menu and try again. It's a WIP so it's still rough, but the main functionality is in place. I want to optimize it a bit more, introduce difficulty levels, add a second player, POKEY music, better sfx, etc. I uploaded version 0.91 that has most fixes but for some reason slows down after finishing a game and going back to the main menu. Another item to fix. https://en.wikipedia.org/wiki/Space_Race_(video_game) spacerace_07.78b.a78 spacerace_07.78b.bin Original Release (0.7) JS7800: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=968804&key=8f2c0361b9ae13772b217b5551b6d898 The latest version (0.96): JS7800: https://raz0red.github.io/js7800/?cart=https://forums.atariage.com/applications/core/interface/file/attachment.php?id=970385&key=d1e62e0e104582f418cb20dd1b2cb0f5 *NOTE: I had a laptop crash on me and I may have lost the 7800basic source code for the last 2 versions before getting them committed to the git repository. I do have everything else, but if I can't recover the source code I may have to recode some things.
- 17 replies
-
- 16