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  1. DRAGON'S DESCENT Direct your dragon through a sprawling labyrinth, hunting for treasure, power, and danger! -Thousands of possible maps to explore, either randomly selected or predetermined -Eight different types of enemies -One mid boss, one final boss, one hidden boss -Powerups to increase firepower or health as you delve deeper into the labyrinth ...and an easter egg or two, of course! Latest Build [August 15]: Another change to the door graphic - the door should be flashing with a key symbol. DragonsDescent_2019_8_15_2019.bin This older build has a changed the graphic for the exit. I even squeezed a few more bytes out so that it has "closed" and "open" graphics, depending on whether you have a key. I'm hoping this is close to the final version, so any feedback on how it plays is appreciated! DragonsDescent_2019_8_12.bin Older builds: I've added four separate high scores, one for each "mode" - they should show up when you have the appropriate switches/settings applied on the title screen. I think it works properly (with caveats, for instance you can fool it by using the switches mid-game) but I would appreciate feedback! I also added an easter egg bug fix. DragonsDescent_2019_May_HiScoreTests.bin Here's a video of the first three levels, up to the midboss. The default mode has four more levels ending with the final boss, and other modes allow potentially thousands of different levels! This game is, among other things, an experiment in procedural maze generation for the Atari 2600 - There are a few secrets to find, so I won't reveal everything here, but I will give a basic outline of the controls and mechanics. [EDIT: HIGH SCORE CONTEST!] High score contest! I'll be posting in the High Score Club forum with details - it's very informal, but I have a specific, common build people can use to play. Further details here: http://atariage.com/forums/topic/289548-dragons-descent-homebrew-high-score-contest/ High score contest build: DragonsDescent_2019_April_Competition.bin DragonsDescent_3_22_2019_Beta8.bin 3-22-2019 Another update - found a semi-exploit (really just method of scoring late game that results in boring gameplay) and adjusted things to discourage the behavior. DragonsDescent_3_19_2019_Beta7.bin 3-20-2019 Another update - no better method to find a bug or quirk in a project than to claim it's finished! The method to reach the hidden boss, while functional, had some odd loopholes and inconsistencies that I wanted to close. Fixed a thematic inconsistency involved with getting to the hidden bonus boss. DragonsDescent_3_5_2019_Beta6.bin - Font change and a few other tiny adjustments. DragonsDescent_1_10_2019_Beta5.bin - Retry random maze option (press up or down on the Game Over screen to see the "Retry Maze" screen, press button to start again), starting rooms have no enemies, score placement adjusted. DragonsDescent_12_16_2018_Beta4.bin - Maze generation fix, random seed shown when picking random level, other small fixes I might go into more details about what I did to fix the maze generation later - the short answer is that every seed -seems- to work now, without the hacky checker I had in earlier versions. I also added a -little- more time solve a given level before various "complications" arise. It can still be a little mean. I'm keeping an informal version history even as I remove the older versions - I can repost them if folks clamor for the older versions, but hopefully the bugs present in them have been addressed. Version History: 3-5-2019 - Changed to a custom font. Semi-final build. 12-16-2018 - Current public version. All attempted maps seem to be solvable, certain UI color cycling adjusted. 12-15-2018 - Tentative "fixed" beta for random mazes This version has a band-aid for the random mode bug - I'm keeping it here for the moment in case the above version has some unforseen bug or error. 12-14-2018 - Old version, only play the default mode (Left/Right switches set to "B") on this one. I've tentatively tested it on my ol' sixer as well as the Flashback Portable, and the game seems to run ok, although I would welcome any bugs/issues found if anyone else plays. I'm curious to see what people find! Current known bugs/fixes/updates: -You can now retry a randomly generated maze by pressing up or down on the Game Over screen - when you see words "Retry Maze," press the button to restart the game at your old starting point. -Starting rooms on a level no longer generate enemies, giving you some time to breathe or get used to the controls. -Hopefully the level generation bug is fixed - any random seed should generate a solvable level. When choosing a random level, you will be shown the seed in case you want to try the level again. -I also fixed a flashing problem to a more pleasant "pulsing" effect for max health/fire breath. I'm working on a little write up of how I generated the mazes, and programmed the game in general. Many thanks to those on this board who have posted an incredible amount of useful information, as well as those who have authored the kernels and other components on which this game has been programmed. STORY Legends speak of a labyrinth created by the mind of a dreaming elder dragon. This maze is filled with the promise of wealth, power and danger-an endless length of corridors, with spectres and monsters appearing out of thin air, and strange happenings occurring the deeper one travels and survives. You are a young dragon yourself, perhaps trapped here, perhaps tempted by the wealth and power that drives your kind. Regardless, you have little choice but to find your way through the corridors and chambers of the labyrinth, finding glory, or perhaps escape... CONTROLS Joystick - Move the dragon around the labyrinth. Button - The dragon will breathe fire in the direction it is facing. SETTINGS Left Difficulty A - Game will continue indefinitely, only ending with a game over. Left Difficulty B - Game will end after you complete level 7 Right Difficulty A - You will start in a randomized maze. Right Difficulty B - Maze will be the same layout each playthrough. Game Select (Make sure right difficulty is also set to "B") - Will allow you to set the random "seed" when starting the maze. Move the joystick left/right to select the left or right seed, each can be set to a value between 1 and 255. The title screen will reflect what options the game is set to - an infinity symbol for an unending maze, and an alternating maze pattern for random mazes. HOW TO PLAY Depending on your game settings, you may find an end to the maze on the 7th level, or the maze can continue until you are defeated, trying to attain the highest score! A - The Player B - Dragonfire C - Monster D - Firepower Meter E - Score F - Health Meter G - Room exit Each level of the maze is made up of several rooms - you can leave through any exit on the boundaries of the screen you find. To make progress in the maze, find the key on each level, and then the level's exit. The exit, resembling a door with a key imprint, will only activate if you touch it while you have the key found on the same level. Upon each new level you will face more dangers but also potentially increased power and scoring! Key Exit Avoid touching walls and enemies - doing so will deplete your hit points, and eventually terminate your game! Scoring comes from collecting gems and defeating monsters. You get more points for defeating monsters in deeper levels, and a slightly higher score for each shot you use with higher fire breath power. In addition to a key and exit, each level of the labyrinth has a treasure room: This room allows you to pick one of three power ups, just wait until you see the one you want: Gem - increases your score. Heart - increases your total hit points, while completely replenishing your health. Lamp - increases the strength of your fire breath, while refilling its supply. Don't stay too long on a single level, or you may find things getting much more difficult! The deeper you explore, the more monsters, dangers, and higher scores you find... Your hit points are indicated by meter on the right, as well as the color of the dragon. The strength of your fire breath is indicated by the color of your score, as well as the size the fire itself. If your firepower ever increased, you only have a limited amount you must replenish somehow - this amount is indicated by the meter on the left. If it ever runs out, you will go back your initial, weakened fire breath. You can find non-flashing hearts and lamps from fallen enemies, which will replenish a small part of your hit points or fire breath, respectively. If you survive long enough, you may reach a maximum amount of hit points or firepower, in which case your health meters or score will be flashing. SCORING Defeating Enemies: Fiery Eye - 5 points Medusae - 10 points Dragon Head Sentry - 10 points Teleporting Masque - 20 points Janus Guardian - 25 points Ghost - 20 points Dragon - 25 points Shadow - just 1 point base, if you can even manage it. Getting rid of it might be reward enough, though... Revenant Dragon (Midboss) - 500 points Elder Dragon (Boss) - 1000 points Jeweled Dragon (a hidden beast) - 2000 points Collecting a gemstone in a treasure room will get you 500 points. Your strength of your firepower is also added to your score whenever you hit an enemy with your fire breath, so you can gain 1-6 points for every hit even if an enemy is not defeated. Defeating enemies on lower levels adds further bonuses: Level 2 - 1 point Level 3 - 2 points Level 4 - 3 points Level 5 - 4 points Level 6 - 5 points Level 7 - 10 points Level 8+ - 15 points HINTS -Find a balance between increasing your hit points and increasing your firepower - each level gives you the opportunity to do one or the other. -Gems give you large amounts of points, but your forgo an increase of power for that level - they're for those brave or foolish enough to think they can survive regardless. -The beginner mode always gives you the same maze, be sure you become familiar with the game before tackling the random mazes offered by the advanced mode. -Each enemy has a specific type of behavior, learn all of them-and learn how to counter them! -Time can be your enemy, but remember that you don't have to fight everything - pick your battles! -Despite the enticement to hurry, be patient and careful! Most situations can be escaped with a little bit of caution and forethought, and impatience has ended more games than the cruellest monster. There are many secrets to discover within the labyrinth, so I won't tell you everything here! [Ongoing EDITs for bug tracking/reporting] DragonsDescent_3_22_2019_Beta8.bin - Scoring adjustment DragonsDescent_3_19_2019_Beta7.bin - Fix on method to finding hidden boss. Semi-Final build. DragonsDescent_3_5_2019_Beta6.bin - Font change, cleanup. DragonsDescent_1_10_2019_Beta5.bin - Retry option, quiet starting room, UI adjustments DragonsDescent_12_16_2018_Beta4.bin - Random maze fix, and other adjustments, current recommended version
  2. "Many years ago, a beautiful country lost all the money suddenly. It could be the poisonous spider's doing." Holy Sssnake, it's finally here! The website that nobody demanded! Supervision: handheld of the less fortunate www.diskman.com/presents/supervision If you're familiar with the Supervision, you're probably laughing right now. If you're not familiar with the Supervision... oh boy, are you in for disappointment. This website is the result of 15 years [!] of research and collecting, and today (Oct. 4th, 2018) is its world debut. I'm sorry. There's also lots of other nifty, geeky, classic gaming stuffs on the main site, which you may enjoy a lot more than this Supervision nonsense... www.diskman.com
  3. I have a boxed Wii Fitness board up for trade. I'm looking for some of the things listed here. The Wii Fitness board isn't worth too terribly much. It goes for around $20 on Ebay. Wii stuff: NBA Jam Super Mario Bros Wii Mario Kart Wii System carry case/bag GameCube Stuff: Sonic Gems Collection Mega Man Collection Star Wars Bounty Hunter 2 Gamecube controllers
  4. Lynx Quest - preview credits: New Generation code: Solo, Laoo music: Miker graphics: Tiger, Alcopop, FinalBossBlues Here some information about our new production - a brand new action-adventure game for Atari Lynx. The game was created for 30th Lynx Competition by AtariGamer. We already submitted a small preview version - but please dont mind it. It doesnt have proper gameplay loop (will be avaiabler in a week) nor levels, enemy shoting, AI. Almost all is done but we couldnt provide it for the first deadline (because the game was crashing; it is solved already). Please wait for next week:). Current status is: - 90% of the code is done - 100% of the music is done (about 10 songs) - 80% of the graphic is done Instructions for the rought sneak peak: Killing few monsters "brutally" move (resets) you to the next level then killlling some more to move to the boss (without boss AI). After the boss you can see mystical cave, when you will get blessing for some passive skills/upgrades. In the mystical cave (with a statue) you can press "B" button to go back to the map. Proper gameplay loop will be of course different (proper; ) and all will be self-explanatory. A player will have upgrades (better bows, arrows, critical, hp - clasic stuff) and will adventure throu 4 different themes (plains, cementery, hills and winter). Lets say typical top-down shooter action rpg game. The game is written in 6502 assembler. The engine is capable to process about 64 objects (enemies, shots etc) with all collisions (tile and hitboxes axis-bounded). Tiles has 2 layers (also with flyer status) and can show animated elements. All run at 30 FPS. Levels are semi-randomized: - 24 layouts for every small level and fully randomized small tiles like grass or similar - abuot 384 level layouts in total for more replayability Tools we used: - LNGS (our devground that makes all the magic - compiles, links, manage assets, makes cart and have core API routines) It was written by Laoo (took him 2 months, still in alpha stage) for our Lynx journey. Its helpsd a lot to develop stuff for Atari Lynx. - Mad Assembler - WUSDN - Chipper - Handy Music player (we adapted it to our LNGS system) In the final version of the game there should be: - 4 different worlds - 4 bosses - chests with loot - score system - finished UI - full map logic - proper level transitions (self explanatory, story will tell more about it) - dozen of different enemies - postprocess effects - proper gameplay loop;) Screenshots:
  5. Hello, Firstly, selling is not over yet but thanks to people who pre-ordered Maria ! I made a simple puzzle game, and I would like to share it with you. :) A video of gameplay Connect six "blocks" of the same color to make it disappear. I hope you will enjoy it. Please let me know if you find some bugs. ^^ 38.rom
  6. created a new XB game for the TI-99. check out my blog for download. Enjoy
  7. SKI-IT v1.4 Here is the latest version of Ski-It with the proper title screen, updated music and a bunch of improvements! Should work on 800/XL/XE with 48K or more (PAL and NTSC systems) SKI-IT-v1.4.ATR SKI-IT-v1.4-Instructions.pdf Ski-It now uses Mr.Atari's new LiteDOS, it will not run as a file version. If you want to copy your previous "records.ski" file then do this using LiteDOS, post if you need help. Here are some videos: SkiQuest Slalom Downhill Have fun
  8. Game download and instructions at sometimes.planet-99.net - - - - - The idea will be to insert pairs of colored blocks into two piles, one on either side of the screen. Create a group of three or more adjacent blocks of the same color and they'll disappear, gaining you points. Pile up too many and you lose the game.
  9. I have major issue with Atari Questron game. When I reached end of the game in Atari Questron and I inserted "Disk 0" and hit "RETURN" key to start end-game sequence and suddenly, Questron game formatted the disk, effectively destroyed Questron main disk and save game! I do not see end of game at all and repeatedly ask me to insert Disk 0 and press "RETURN" key again over. Everything else except endgame worked perfectly. I have backup digital copy of Questron main game which contains my save game, "Harvey" where a character is right now before endgame. A mantor was already killed. Just enter the castle and go to throne room to start endgame sequence. I had to copy backup copy to main copy to restore my savegame. I do not know if a bug in Questron game or Atirra V2.00. In May 1985, I had real Atari 800 computer and I was able to see Questron end game successfully.
  10. This is a thread, dedicated to the RXB game called "TI Game Engine X". I wrote this game as entry for the programming contest that did occur until 31th July 2019. Since the time was running out a bit, I wasn't able to completely showcase its possibilities. First I will post the main program, its instructions again and then I will post a nice level for you.
  11. Converted my Atari 800 game Uno card to TI-99. I used the KXBII extensions to create multi-color text. (see earlier blog post for Uno for Atari 800 and KXBII extensions for TI-99/4a). Plays at TI-99 XB speeds, which is to say, fast enough. The multi-color text is part of the KXBII extension package. Works rather well & fast enough and bug free. Only weird glitch is 1/2 character random flicker in one letter (you'll see it) when text being printed. I created a CALL PR(X,Y,TEXT$,fore-color, back-color) SUB-routine for printing to simplify conversion from Atari 800 MSBASIC. attached is a booklet and the .DSK bootable disk game. Enjoy. uno.zip
  12. I looks like I screwed up. A little while back I posted a blog about Harry's 40 column routine he created for the TI-99/4a. I also added a the game Civil War. After rechecking the blog I discovered the two files I posted were the wrong files. ACK! So, here are the right files and a little more. I have the T40XB utility on .DSK and my XBBOOT.DSK which included the T40XB on a menu along with TML & KXBII. And I have a directory with all the games I have posted so far. Here is the correct files. Downloads.zip
  13. 😀 Hello all Did you miss me? Back with another game review this time Burning Fight. Its a good beat'em up but unfortunately got crowded out back in the day. Feel free to check out my game review, hope you enjoy it. Anthony hope I got this right LOL as the format has changed a little and its been a while.
  14. SIO2

    Cyb Ur WIP

    A version of the Royal Game of Ur played by Vorticon rules. Currently requires a 7800 proline or compatible two button controller. Start is the right button. The left button selects the piece you wish to move. Move the stick left to move the pointer box counter clockwise, and right to move the pointer box clockwise. Press the left button to select the piece you want to move the rolled number of spaces. Object is to get all your pieces around the board before your opponent. The cells with 4 dots in corners are rosettes. Landing on a rosette grants player another turn. If your opponent occupies the 8th cell (center rosette) you can not capture it there. Otherwise you may capture opponent pieces in the center lane by landing on them with the exact number roll. The number of pieces on a cell is indicated by the digit contained in the cell. An exact roll is required to move pieces home. If you have no move the computer will tell you. Good luck. Hope you enjoy the game as much as I do. cybur0712.a78 cybur0712.bin
  15. http://www.2600connection.com/features/parsec/parsec.html Atari Connection is creating a cartridge of my Atari 2600 game based on TI-99 Parsec. He has done a really nice job on the cartridge and manual. The game has swoopers, backward swoopers, single Bynite type enemies, meteor shower and even a refueling tunnel. I had a lot of fun creating this version of TI-99's Parsec for the Atari 2600 and I think it turned out alright. It's a limited run of about 20 at a price of $25. I can't wait till I can put my Parsec 2600 in my 2600. There's just something about having a physical cartridge with label, manual and all. FYI: I also wrote the manual. HLO
  16. Over on the Atari 8 bit forums, they are having a contest where they challenge programmers to "write a game in ten lines of basic"! http://atariage.com/forums/topic/234337-basic-ten-liners-contest-2015/?hl=+basic%20+contest I wondered if I it was possible to write an IntyBasic Game in 10 lines.... Only one way to find out! So I gave it a try.... The result is snake! (Click to animate) Here is the whole program: start: cls : for i = 0 to 19 : poke $200+i,(56*+1 : poke $200 + (20 * 11) + i,(56 * +1 : if i < 11 then poke $200+(20 * i),(56 * +1 : poke $213 + (20 * i) , (56 * + 1 ' line 1 next i : food = 0 : score = 0 ' line 2 dim snake(180) ' line 3 for i = 0 to 179 : snake(i) = 0 : next i : snake(0) = 130 : snake(1) = 131 : slen = 1 : #sdir = 1 : poke $200 + 130,(56 * + 2 : poke $200 + 131, (56 * + 2 ' line 4 loop: wait ' line 5 if food = 0 then food = RAND : if (food > 240) OR (peek($200 + food) <> 0) then food = 0 else poke $200+food,(38 * + 5 ' line 6 if cont1.left then #sdir = -1 else if cont1.right then #sdir = 1 else if cont1.up then #sdir = -20 else if cont1.down then #sdir = 20 ' line 7 if (frame AND $0f) = 0 then #adrs = snake(slen) + #sdir + $200 : if (peek(#adrs) AND $07f8) = (56 * then goto game_over else poke #adrs,(56 * + 2 : if #adrs = (food + $200) then slen = slen + 1 : snake(slen) = #adrs : food = 0 : score = score + 1 else poke $200 + snake(0),0 : for I = 0 to slen : snake(i) = snake(i+1) : next i : snake(slen) = #adrs ' line 8 goto loop ' line 9 game_over: print at 25, "game over" : print at 44, "score = " : print <3> score : wait : if cont2.key = 12 then goto game_over else goto start' line 10 Here is a longer, more readable version (essentially the same program spread over more lines with some comments...) rem snake program rem copyright 2015 rem Catsfolly CONST bluex = (56 * + 1 CONST redx = (56 * + 2 CONST greenf = (38 * + 5 CONST backtab = $200 dim snake(180) ' snake data (offset from start of backtab for each snake piece start: cls ' clear the screen for i = 0 to 19 poke backtab+i,bluex ' draw the top border poke backtab + (20 * 11) + i,bluex ' draw the bottom border if i < 11 then poke backtab+(20 * i),bluex : poke backtab + 19 + (20 * i) , bluex ' top and bottom borders next i food = 0 ' food position. 0 means no food on screen score = 0 ' score rem init snake for i = 0 to 179 : snake(i) = 0 : next i ' clear offsets (probably not necessary…) snake(0) = 130 : snake(1) = 131 ' put first 2 segments in the center of the screen slen = 1 ' there are two segments, number 0 and 1 #sdir = 1 ' direction is "1" (add one to the current address to get to the next square) poke backtab + 130,redx ' draw the first two segments poke backtab + 131, redx loop: wait rem if there is no food then try a random number. If the random number < 240 and the location at backtab rem + the number is blank, then draw the food there and set food to the random number if food = 0 then food = RAND : if (food > 240) OR (peek(backtab + food) <> 0) then food = 0 else poke backtab+food,greenF rem set the direction variable based on the controls (uses exact directions, so probably unplayable with a rem real intelliision controller if cont1.left then #sdir = -1 else if cont1.right then #sdir = 1 else if cont1.up then #sdir = -20 else if cont1.down then #sdir = 20 if (frame AND $0f) <> 0 then goto loop ' slow down the action #adrs = snake(slen) + #sdir + backtab ' get the address of the next square for the snake if (peek(#adrs) AND $07f8) = (56 * then goto game_over ' if its an x, goto game over poke #adrs, redx ' put an x at the new square rem if the new square is where the food was, make the snake longer, set food to zero, and inc the score rem otherwise clear the first square of the snake, and shift the addresses down in the array if #adrs = (food + backtab) then slen = slen + 1 : snake(slen) = #adrs : food = 0 : score = score + 1 else poke backtab + snake(0),0 : for I = 0 to slen : snake(i) = snake(i+1) : next i : snake(slen) = #adrs goto loop game_over: print at 25, "game over" print at 44, "score = " print <3> score : wait if cont2.key = 12 then goto game_over else goto start The game checks for exact up, down, left, and right values on the controls, so it might be difficult to play on real hardware. Here are the files: snake.bas snake_readable.bas snake.rom How about you? Why not take a break from your mega-epic-kroztastic-supergame project, and write a game 10 lines of basic? Catsfolly
  17. chiptape

    game id

    Hi. My friend's trying to ID a horizontal scrolling shooter he played on TRS 80. Not sure what model... prolly not CoCo. It used ASCII? characters instead of? graphics. Bombs were represented with the slash character. Similar game: https://www.youtube.com/watch?v=Fktcrh8nKzI&t=131s Any ideas? thx
  18. Hi guys, this is my first compiled game. It's a simple tribute to the great movie Tron. To use it copy the unziped file in your DSK1 folder (if you are using Classic99). Choose the Extended Basic and write RUN "DSK1.TRON" I hope you have fun! Luca TRON.zip
  19. Hi guys, I completed this tribute to PENGO for our beloved TI-99/4A. Thanks to Ciro of the http://www.ti99iuc.it/ for the hard testing Download the game: http://www.bleepbit.com/2019/05/12/pengo-tribute-for-ti-99-4a/ I hope you have fun! Luca
  20. The BAHA SOFTWARE group (a brand for collaborative efforts of BAKTRA Software and HardCore) from the Czech Republic presents its second game for Atari 8-bit computers named TRAIN. Train is a port of the Vlak game for IBM PCs from 1993 created by Miroslav Němeček. The Game You are a cargo train driver and your mission is to collect and load all items on the screen. For every item loaded, the train is elongated by one car. During the run, you must not collide with any obstacles or with the cars of your own train. When you load all items, a gate opens and you can proceed to the next screen. To win the game, you must finish all 50 screens. You also play for a high score. You begin the game with three lives. For each item collected and loaded, you are given 10 points. If you finish a screen, you are awarded 200 points for each remaining life. If you lose a life, 300 points is deducted from your score (a payment for the lost cargo). You get a new life for each 5000 points. The game ends when you lose all lives. A new game can begin from any screen you have already reached. System Requirements Atari 8-bit computer with 48 KB of RAM, one joystick.The stereo upgrade is supported, but not required. The game is NTSC tolerant. Credits HardCore: Idea, music, most graphics, screens Baktra: Code, sound effects, some graphics Utilized Hardware Comparison Vlak: 8086 (4.77 MHz, 1979), VGA (320x200x256, 1987), IBM PC Sound System (1981) Train: 6502B (1.77 MHz, 1978), ANITC+CTIA (1979), 2 x POKEY (1979) Screenshots Vlak (PC, MS-DOS, 1993): Train (Atari 8-bit, 2018): Download Train Download from the BAHA SOFTWARE's website (Czech): http://baha.webowna.cz/ Download Vlak The original game (run in DOSBox): http://www.retrogames.cz/play_487-DOS.php?language=EN
  21. Hello A new Commodore PET game has been released. The game is a Space Invaders shoot 'em up with a few twists including disappearing barriers and a protective shield. Available for the PET 2001, 3008, 3016, 3032, 4016 and 4032 series. PET Download Link: http://cloud.cbm8bit.com/mr.nop/Spyders%20Commodore%20PET%20-%20Mr%20NOP.D64 (2001, 3008, 3016, 3032, 4016 and 4032 series PETs) Commodore 64 version C64 Download Link: http://tnd64.unikat.sk/f_s.html#SpydersC64 Spyders Commodore PET - Mr NOP.zip
  22. Revival Studios is proud to present their latest game release for the Philips Videopac and Magnavox Odyssey2 consoles, called Cavity. In cavity, your goal is to navigate your way through the cave while collecting various power-ups for points. As the game gradually increases in both speed and difficulty, you can collect a yellow power-up which temporarily stops the speed from increasing. If you get the special item by picking up the blinking power-up at the right moment, you will be rewarded with a massive boost to your score as well as an instant speed-down The game uses advanced color-techniques, so that for the first time the gameplay experience will be identical on the bare-bones Odyssey2/G7000 console and the Videopac+/G7400 , while still providing rich multicolor graphics. Enjoy the trailer (watch with sound on): The game is available on cartridge in a run of 100 copies. For more information about the game , visit the game's website at: http://www.revival-studios.com/?page=136
  23. rubixcube


    From the album: Survival

    Survival is a simple yet addictive retro style game based on games from the 70s. Objective: Eat enemies The same size or smaller than you while avoiding the bigger enemies. As you eat you will grow. Score big to level up! Each level gets a bit faster. There are 4 difficulty levels: Easy, Medium, Hard and Insane. How long will you survive? Available on Ouya, and Google Play. https://play.google....androidsurvival
  24. I don't know what that sticky stuff is but it is my job to clean it out anyway. Answer to question 12 of 100 12. What is it like working with your husband on his business? Do you enjoy doing this work? Is it a good way to be in close contact with someone you love? Describe a day in the life working to ship his items. I think I am going to approach this question in reverse. First of all what do I do? On the surface, I place the media items that my husband sells into envelopes or boxes tape them up and add labels. There is a lot more that goes on behind the scenes, however. We get the media items in used and abused condition, which means they have to be cleaned, tested and refurbished in order for us to truthfully sell them. Now to someone that has never done anything like this before it might sound easy, but let me tell you it can be challenging. For one thing, some people do not use their items for their intended use. For example, I have cleaned game systems that have been used for the following: bug motels for ants, spiders, or roaches; cup holders for all kinds of liquids; paint or fingernail polish splatter cloths; ash or smoke trays; stash holders; litter boxes; sticker books; art canvas; candle holder; you name it and I have probably cleaned it off of a system, controller, or game. Even as I write this, I just opened up a Super Nintendo System that is so yucky you cannot even identify what is in it by the slimy remains. We buff CD-based items, clean the contacts on cartridges, iron wrinkled manuals, and clean controllers with poor response until they work like new. We believe it is a labor of love to breath life back into used and abused items. When everything is cleaned and tested, my husband artfully displays them for sale. When an item sells, I get a list, which I pull for that day of packing, I double-check the items to make sure they are ready to go, and then I pack them appropriately. This brings me to my next point: the art of packing. I have to admit when my husband and I first started this business we made all the classic rookie mistakes, like using too much tape, adding newspaper as padding, packing boxed items in envelopes or just wrapping them in paper or newspaper, and packing items in used food boxes. As we matured as a business, we have learned that the post office does not care about your package. It is just an item that must be moved from one point to another regardless of its contents. You cannot expect them to handle it better just because you write “fragile” on it. You are lucky if they read the address correctly, let alone anything you write on the package. It just is not in their unionized job description. Therefore, this means you must pack each item as if it has to survive a natural disaster on its way to its destination. This does not mean you have to spend a fortune on peanuts and bubble wrap; the free supplies provided by the post office are adequate to get the job done. This knowledge comes from the experience of packing over 100,000 items over 12 years. Are you still with me? Good! Now this job is not for everyone. It requires long hours, dedication and knowledge of the product. So, what are the positive and negative aspects of this job? For the most part, they are one and the same; it all depends on how you look at it. 1.Positive a. You get to set your own hours. There are days when we get up at noon. b. There is no one telling you to get to work; you can work whenever you want to. c. There is a sense of pride gained in bringing dead items back to life and then sending them to new homes all over the world. d. You get to spend many hours with someone you love instead of only seeing them at bedtime. e. There are times when we watch netflix, or listen to music or audio books while we are working. f. Media surrounds us; my husband has estimated that if he started today and played one game every day for the next twenty years, he would not have to repeat. That is just pulling from our own personal collection and not including the extra inventory. g. We work as a machine every part essential to operate. 2.Negative a. Most of the time we get up at noon because we didn’t get to bed until five AM to get that last package packed for the morning pickup. To make our bills we work almost everyday from the time we get up until the time we fall into bed. b. You have to answer to customers who want to know where their product is, and they can be more brutal than the worst boss. c. It is a lot of hard dirt, work, and long hours to make abused things like new again. d. Spending every minute together can be stressful, especially when mistakes are made, because there is nowhere to escape until the situation is resolved. e. Working in the same room means you have to listen to the same music, sometimes on repeat to avoid having to stop working to change it. f. There is inventory in every room in the house. Yes, there is even product in the bathroom. g. All parts must be present if one of the gears are missing or broken the machine brakes down. This means that there is little time to pursue other interests like my writing or music for my husband. So what do I have to say in conclusion to those of you who have been brave or stupid enough to read all of this rambling? First, you paid money for your items, try treating them like it. Secondly, although many have tried, this job is not for everyone and even though we are not always the lowest price out there, you can buy with confidence knowing we have put our all into making everything we sell the best it can be so you can enjoy it for generations to come.
  25. From the album: Miscellaneous

    This game. This is the primary reason I have not moved away from this particular phone, my venerable old Sony Ericsson C905a -- even though the USB port no longer works properly and sometimes it will not charge without taking a fiberglass cleaning pen to the contacts. PopCap's (now E.A.) "Bookworm" for Java J2ME. Truth told I plan to move to another C905a, one with a formerly AT&T motherboard so the AT&T system will recognize the IMEI as this one came from Rogers and I get all sorts of crap about it not being supported and what-not. But, even though I will move to the exact same phone, I have not yet figured out how to move an application's data from one phone to another. It appears to be encrypted and locked to the phone. This is known to be the case with text messages and emails stored on a data card (Sony M2,) and when moved to another phone the stored messages cannot be accessed and installed applications show up but are not operable. I have been playing this on-and-off for a fairly long time, probably around three years or so on this go. I generally do not play for more than about an hour at a time and mostly when somewhere I have to wait, but mostly and usually I use this to wind down before going to sleep. Once I get to the point it is difficult to form the words in my mind I exit the game, place the phone on its stand, then roll over and swiftly fall asleep. It is a fun game. But I cannot seem to lose anymore. Used to be it would get me in the decade-level millions of points with those damned burning tiles. But now it just cannot beat me. I have no idea what the high score is (or was, given its age,) or the highest level attained nor if there is even such a level. But I decided that once I reached level 1000 I would have to stop. Realistically using this phone is getting more difficult for the two reasons I mentioned prior: AT&T does not like this phone as the IMEI is unrecognized and therefor the network only indicates it as a 2G phone (though it is more,) and the proprietary FastPort is broken due to a very poor design†. Here I am. PopCap's "Bookworm," Level 1001, score of 501,575,820 points, and seemingly no end in sight. Time to put it down, I think. † In my prior experience with Sony Ericsson this is very disappointing and unexpected quality. The FastPort is a 12-pin port which provides USB connectivity, power input for charging as well as power output for powering devices (such as FM transmitter, noise-cancelling earbuds, and an amplified speaker stand,) stereo audio output and microphone input, and TV video output (sadly, only static images not motion video, but cool none-the-less given the vintage.) It is a surface-mount port with 12 solder tabs connecting the circuit board to the port's pins. Like most circuit board mounted ports there are also two supports built into the body on both sides of the port. Disappointingly on the C905a, and possibly other devices, these supports are not used. The port is not secured to the phone circuit board by anything other than the 12 solder tabs. Later if and when I have more time I may take pictures of this. Not that many people care but at least for posterity?
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