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Blogs

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  • Old School Gamer Review
  • The Mario Blog
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  • Blogpocalypse
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  • Syntax Terror Games
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  • A Wandering Shadow's Travels
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  • Robert Hurst
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  • The 7800 blog
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  • Robert @ AtariAge
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  • That's what she said.
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  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
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  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • Tezz's projects blog
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
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  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
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  • Lynx Links
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  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
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  • The Golden Age Arcade Historian
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • HLO projects
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  1. Recently, I bought At Games Atari Flashback Pong Blast on eBay. and I just thought I'd share what I thought of it. I was looking for Atari 2600 paddle games. And, you know, the OEM paddles on eBay tend to be jittery and not work very well. And this was before Atari launched the 2600+ the other day along with new CX30+ paddles brand spankin' new for sale on their website. So I picked this thing up on eBay, just hoping to have a little Atari 2600 paddle game enjoyment at home. Well, I just wanted to report that it has a big problem. You can't set the player difficulty (A or B) for either player. Both players are set at difficulty A, apparently, and it can't be changed. So for Backgammon, for example, you must roll physical dice and input your dice rolls. (Tedious!) (You can't let the computer roll the video dice for you on the screen.) And for Pong, both players will always have tiny paddles. (Too hard for me!) (You can't change to easier-to-use, larger paddles.) Not being able to set the difficulty levels really lessens the value of this product for me. Will probably never use it. Will probably just sell it. The box is pretty. It sure looks like it could be fun. But I don't recommend it. Save your money for something else. Did any of you guys buy one of these? And if so, what did you think of it?
  2. Is there any known way to make the paddle on the Hyperkin Ranger Controller LESS sensitive? I love this controller for standard joystick use, but when it comes to the paddles THEY'RE WAY TOO SENSITIVE! Is there any mod I can do to change this? I would like it to act more so like the original paddles. For example I'm able to completely max out my score on kaboom with standard paddles, but with the Ranger I can't even get past 5,000 points..... I cannot find a single bit of information online about modding/changing the paddles on these controllers so any information would be great! Thank you!!!
  3. 8 Tanks: a DPC+ (32K) game for the 2600 with Quadtari and four sets of Tennis paddles. (In theory, it should work with a Harmony cart, etc., and it works in Stella, but not in Javatari.) Important note: the Quadtari only supports the paddle buttons, not the knobs. (see Quadtari thread) This is a work-in-progress, and for now is just the tanks moving around and shooting without blowing anything up, so it's more of a demo until one of the next few releases. To configure game to play in Stella 6.7 (you may have to do this for each release): Highlight the game in Stella Options -> Game Properties -> Controllers -> Quadtari button Select Paddles for each of the four controllers Click Ok, Ok, then Close Start game and use these default keys to emulate paddle buttons to control the tanks via the default key mappings: space, 4, F, 6, shift-space, shift-4, shift-F, shift-6. Done: Can control and move 8 tanks If you leave the button unpressed, the tank spins slowly clockwise. If you press the button, the tank moves forward and fires. (Using alternating frames using alt coords swapping through temp vars, ball is shared between player0-1, missile0 is shared between player2-3, missile1 is shared between player4-5, player9 dot is shared between player6-7.) Sound when tanks shoot Colors, playfield, and tank placement similar to Tank 8 Playfield looks similar to that of Atari Tank 8 Projectiles stop when hit playfield Fixed some projectile bugs Planned: Collision detection for missiles hitting another player. 8 player scores. Alternating 4-player scores with color matching tank color. Blow up tanks when shot. Sound when a tank blows up. Some sense of game over (either some number of tanks per player or a time limit?). Note: time limit may be easier; it would only require a single indicator. Bug: some tanks shoot in the wrong direction for some tank positions. Bug: some tanks' playfield collision detection for projectiles doesn't seem to work. Not sure yet whether I should try to add: Slowing down (trudging) each tank when it moves over the playfield. (info on DPC+ colllisions) Note: If you want to compile it, DPCplus_kernel.asm in same directory extracted from bb-qt-DPCplus.zip in Karl's post with sample code for Quadtari support. 8tanks_0.5.bas.bin 8tanks_0.5.bas
  4. I played Video Olympics for the first time recently, and was surprised at how difficult it is. The paddles are tiny, the slightest paddle movement resulting in a miss. I'm sure it's a lot of fun after investing some time into it, however... I'd like to get my parents in on a few rounds of Pong some evening. How can I make it a little more approachable? I'm familiar with how 2600 games often have multiple variations to choose from, but I haven't found one that offers an easier experience for non-gamers. Any tips?
  5. I would like to start a thread about the current state of paddles, in the world of HD playing. Here is what I know about the state of paddles as of Nov 3, 2018: I would be really great if someone would report on the paddle functionality of the Retron77. AtGames manufactured paddles, wired: AtGames sells Atari replica paddles on their web site for $29.95 plus shipping. I own these paddles, they feel great and work perfectly with the 2600 and Flashback 8. As per the AtGAmes website they are compatible with many other flashbacks, but not the Flashback 9. AtGames manufactured paddles, for Atari Bast vol 3, wireless: These paddles will only sync to the enclosed dongle. They feel and work very nice. Unfortunately this dongle game system has many problems. I owned one, then returned it to Walmart. Problems: Sound: sometimes there would be no sound Sound: when the sound worked is was horrible. Pong with bad sound is not worth playing. Play: this system lacks difficulty left, and difficulty right switches. According to the AtGamesBlast web site the controller has difficulty switches, but in truth it does not! Game selection: there are only 13 cartridges emulated on the dongle, not 20 as advertised. 3 and 4 player games, according to my correspondence with AtGames if you want to play simultaneous 3 or 4 player games (black jack, video Olympics, warlords) a special set of paddles, made by AtGames, must be used, unfortunately AtGames sells no such paddles. Flashback 8 Pros: Paddle games on this system work great, no lag, nice game selection Flashback 8 works with original Atari paddles and the AtGames paddles Cons: The Flashback 8 system can not play cartridges or additional games via SD card slot. Flashback 9 (Paddles will not work with this system) Problems: According to a Youtube video posted by, "John Hancock" paddles do not work with this system. John Hancock states in this video that AtGames will release special compatible paddles. There is no mention of this on the AtGames website or in the intructions included with the Flashback 9 system. Flashback 9 Gold (Paddles will not work with this system) This system has a dedicated paddle games menu! I own this system here are the Problems I found: Original Atari paddles do not work on this system. AtGames Atari replica paddles do not work on this system. The enclosed paper instructions simply state, "Please plug your paddle controllers into each controller port on the game console." This does not work. SD card paddle games do not work Before playing a paddle game there are instructions on the screen to plug the paddles into the console after the game starts, still the paddles do not work. This is a big disappointment, the paddle games worked great on the Flashback 8. Hopefully AtGames will release download to fix this problem. There is no mention of special compatible paddles on the AtGames website. There is no mention of special compatible paddles on the Flashback 9 Gold instruction sheet.
  6. *** NOW AVAILABLE !!! *** Special Collector's Box Edition of Rain of Terror... with Joystick support !! By popular request, Rain of Terror now includes Joystick support !! (also still supports the original Paddle experience as well of course) Rob and I have also made some other minor enhancements to the game. This updated version with Joystick support is available now as a physically-packaged Collector's Box Edition including: - Custom full-color Collector's Box (illustrated front+back and inside) - Illustrated User’s manual - Program disk with printed label and disk sleeve: Side 1: Rain of Terror (New Joystick + Paddle version) Side 2: Bonus material - Each limited box and disk is printed with a unique serial number - Some additional surprise items will be included in the box, just for fun For a limited time: While supplies last, the Collector's Box Edition will feature a very cool BLUE floppy disk! $28 USD plus shipping from the USA. To order or get a shipping quote: PM me on AtariAge, or you can email me at erichennekeATgmailDOTcom Thanks!!! -Eric
  7. I've got a few Atari controller secrets to reveal which some of you may have never come upon. Here's the lowdown: 1) the Atari CX-22 Trakball has a desirable feature that the later-released black CX-80 Trakball doesn't have. In fact, there are other 2600-compatible trackballs that have this feature as well... 2) The combo paddle/joystick 2600 controllers made by Sears and Coleco are not as effective to play paddle games on a light sixer or heavy sixer unless you have a particular item to use with the controller. There are some people here who may have never known about this. 3) Omega Race is a two-button game requiring a special "Booster Grip" to properly play it. Some may not have that Booster Grip, but there is another way to play the game... and a controller from another gaming console is the key. 4) There's a particular mouse that can be used to play 2600 games, but there's a trick that you have to know in order to make it "active". I've got all this explained in today's presentation on my Wired-up Retro Ytube channel. Enjoy:
  8. I have a weird Atari paddle problem. On a known good 4 switch, one paddle moves when the button is pushed. Of course the paddle dial is not moving, just the signal sent from the pot is changing. Note that it moves less depending on the position of the paddle dial, but never goes away. Inside it looks ok. The cord doesn't have obvious damage, but I'm thinking that is probably the issue. The other paddle of the pair works great. Any thoughts?
  9. I've seen USB adapters for connecting Atari 2600 paddle controllers to a PC, but what about connecting USB optical mice to a real Atari to use as paddles? I'm interested in trying a regular wired USB optical mouse or PC wired USB optical trackball for controlling paddle games - not only would it give a different gaming experience than paddles, but optical controllers would also be "jitter proof". I have already made my own spinner controllers for MAME and Stella on the computer very simply, by duct-taping an optical mouse against a shaft (such as a wood dowel, or a wood dowel through a section of foam pool noodle) connected to a knob, and it works beautifully. So I am curious about making an adapter using an Arduino or Raspberry Pi or similar, that you can plug the mouse into, and outputs the variable resistances that would emulate a real paddle controller on the 2600. (The paddle button would be a simple matter of wiring the button to the appropriate pins.) Has anyone tried this, seen a page on this, or got any idea how a microcontroller might output the resistance range (1M ohm) that a native 2600 paddle controller would?
  10. Modded my Atari paddle to a new design with an aluminum volume knob and some adhesive woodgrain drawer liner. Here's how I did it:
  11. Has anyone ever tried to fix paddle jitter by code? Simple averaging seems to be too simple to really work. Here is my idea for an algorithm: ; n = number of frame ; inp[n] = paddle value of current frame ; out[n] = jitter suppressed resulting value factor = 0.0 .. 1.0 ; e.g. 0.5 (1.0 means no jitter suppression and immediate response) dfactor = factor ^ (1 / abs(inp[n] - out[n-1])) ; the larger the paddle delta, the less jitter suppression out[n] = inp[n] * dfactor + res[n-1] * (1 - dfactor) Due to the math, this cannot be implemented 1:1 in 6502 assembler, but an ARM based game could use it. And Stella too. Does anyone have a better idea?
  12. Lumi

    Drive!

    [Make sure you download the files attached to this post, as they are the most recent. I only have permission to edit this post.] Hello, everyone! I've been developing an Atari 2600 homebrew game for the last little while, and I think it's nearing completion, but I'd like to get more feedback before I call it final. It's a 4K, single player paddle game with SaveKey/AtariVox support. Plot: In this game, you must use the paddle controllers to steer your car left and right, avoiding obstacles in your path while collecting treasures. When you touch a treasure, you will get 1500 points and it will be added to your collection (the yellow dots on the left side of the status bar). You can have up to 5 treasures in your collection at a time. At any point, you can press the paddle controller's trigger to "burn" a treasure, giving you the energy to jump a short distance over any obstacles in your path. Any treasures you have left when your game ends will grant you an extra 1500 points. The game is won upon reaching 99,999 points. There are different kinds of treasures. Some of them will grant you unique powers: Gold coin: Does not grant any powers, is only worth points. Necklace: Gives you an extra life (the red dots on the right side of the status bar). You can have up to four lives at a time. Jar: Lets you pass through all barriers for a few seconds. Statuette: Lets you jump as much as you want with no penalties for a few seconds. The game will speed up when you get enough points. There will be a transition period where the game stops generating obstacles briefly, and the speed-up will occur while there are no obstacles on the screen. The difficulty switches toggle certain features. I highly recommend setting both to A for the full experience (Note: Stella sets both to B by default): - The left difficulty switch will make obstacles farther apart (B) or closer together (A). - The right difficulty switch turns moving obstacles off (B) or on (A). If the game feels too easy for you, enable Speed Freak mode! Simply press the game select switch at any point. When the title screen's background is red, this mode is enabled. Finally, the most important feature: if you press the paddle trigger while you have no treasures in your collection, you can honk the horn! Wow! As previously mentioned, the SaveKey and AtariVox are fully compatible for saving high scores (although there are no AtariVox speech functions). It saves unique high scores for Normal and Speed Freak modes. If you want to clear your high scores, press the game select and game reset switches at the same time. So, that's everything you need to know! Feel free to give feedback. However, there is very little free space in the ROM, so I probably won't be able to implement any extensive new features. Sorry about that. [Please make sure you download the following files] Drive! v1.5.3 NTSC.bin Drive! v1.5.3 PAL.bin
  13. Got something unique for everyone here who might want to try a really different analog control method which is effective on a good number of 5200 games. This mod brings a new purpose to your Atari 5200-compatible Wico Command Control Splitter cable along with your 2600 analog paddles. This project goes a step beyond just modding a 5200 controller to have a paddle added in place of the joystick which many have accomplished over the past number of years. It allows for two paddles to be utilized simultaneously on certain games that might use two fire buttons (ie. Moon Patrol, Tempest, Dreadnaught Factor) or on games that have only one fire button, but two axes of motion in action (ie. River Raid). I'm figuring this way of control is new territory for all Atari fans, which could give just about anyone here a new desire to retry some of the old favorite games they may not have plugged in for quite a while. 5200 games are really quite unique when compared to the games of the other 80's game systems because of the analog aspects of its controllers. This mod takes advantage of that, and gives you a totally unique and fun avenue to breathe new life into some of the classics. Enjoy
  14. Here are most of my controllers for the 2600/7800, I have a couple joysticks and a joypad with the TV unit downstairs. The majority are original Atari ones and I didn't realize that I had 3 sets of paddles. I ended up refurbishing a 3-4 CX-40 with parts from Best Electronics. New rubber handle, new button/spring and for a couple of them I changed the contacts. Much cheaper than to get brand-new joysticks and except the usual markings on the rubber handle and scratched buttons, nothing wrong it. I have 3 CX-24 and 2 CX-78 joysticks for the 7800. I play pretty much all the time with the joypad, it's much easier to play with. I didn't realize I had four after-market joysticks. I think I will modify one of the yellow ones to have two joystick connections for Bump'n'Jump one of these days. There are a few controllers that I eventually would like to get. The Track&Field controller is high on my list, and perhaps I will treat myself to one in the next few months. I've also been keeping an eye out for the Epyx XJ500, I've always wanted one even back in the day when I had a C64 and that seemed to be the joystick to have. There's also the smaller Amiga joystick that came out in the mid 80s which I'd buy if I saw a good deal. As with everything else I find that the prices online have pretty much doubled in the last year.
  15. Hi all, I'm hoping one of you may be able to help me! I'm trying to use some paddles made for the Atari Flashback with Stella. I've got them connected using a Retronic retro adapter (http://www.retronicdesign.com/en/) and I've flashed them for the paddles. I can see the paddles in my Devices screen (I'm running Windows 10 Creators Update), but in Stella, they aren't recognized and I cannot see anything in the joystick database within the application. I've attached a couple of screenshots to show what I'm seeing. The first one shows the entry in the Devices screen and the second is from Stella. Does anyone know what I'm doing wrong or what the problem is? Appreciate any help I can get!
  16. I am assuming the 2600-dapter II makes joysticks appear as normal game controllers to Windows. Will the dapter II allow my paddles to work like paddles in Atari800WinPlus? Stella? http://www.2600-daptor.com Thanks I suppose a better question is: does Atari800winplus support real paddles? I find that Stella does, but can't find any info about Atari800winplus.
  17. Shipping is not included in prices. Post sold for the items you want then PM me for shipping quote. Thanks! Pending - 4 Switch Woody with original atari power supply - tested and working $29 Also available are 2 CX-40 joysticks $8 each and 1 set of paddles (no jitter) for $5. Each Buyer of the two consoles has first option to purchase the controllers (2 joys & one paddle set). If you aren't buying a console you can claim the controllers pending sale of the consoles and confirmation that they don't want to buy the controllers. Boxed Atari 2600 games: Midnight Magic $10 Amidar $7 Moon Patrol $10 Atari 2600 Games with manual: SOLD - Centipede $3 Chopper Command $3 Donkey Kong $4 SOLD - Pac-Man $2 Super Challenge Baseball $3 SOLD - Video Pinball $3 Atari 2600 Loose Games: Amidar $3 Battlezone $4 Blackjack (text label) $2 Bowling (picture label) 42 Centipede $2 Championship Soccer (text label) $2 Combat (picture label) $2 SOLD - Decathlon $4 Football (picture label) $2 SOLD - Kangaroo $3 Keystone Kapers $3 SOLD - Ms. Pac-Man $2 Ms. Pac-Man $2 Pac-Man $1 Pitfall $6 Q-bert $3 Reactor $3 Space Invaders (picture label) $1 Starmaster $2 Summer Games $3 Super Challenge Football $2 Taz $5 Tennis $2 Warlords $1 SOLD ITEMS: SOLD - Sears Tele-Games Heavy Sixer and original gray power adapter - tested and working with 2 CX-40 Joysticks, 1 set of Paddles, Centipede, Pac-Man, Video Pinball, Ms. Pac-Man
  18. Will there either be, a) An Xbox and Playstation version of Joysticks, Paddles, Trackballs, Steering controllers, and keypad, (Modern TVs wont allow light guns for the single light gun game on the ilist, unless there is a USB-to-RF out adapter) or b) an authorized adapter that lets you plug in said original Atari controllers? Also, wondering if Red Baron is the "unlicensed version of Star Wars" insofar as this uses a flight yolk and both vector 3D games, and if so, will there be a flight yolk for modern machines? Also I'll Start a public "opponents on call list" for Atari Flashback online head-to-head games I'm Brian Ciesicki, Xbox Live name "TripleTopper321". I Will accept on-call challenges if I'm by my Xbox between 9AM and Midnight New York time. Both copies already reserved. I'll pick it up November 1st.
  19. I saw on Youtube someone replace the paddles plastic thing with a new sturdy metal one. Mine are jittery even though i cleaned them very well. Would like to buy paddles that have been refurbished in a similar fashion and work perfectly. Maybe with a new metals haft, maybe with a new pot, whatever makes it work perfect! I need my Kaboom!
  20. Hey all, I've posted about this before and got positive reception, so I'm trying to bring more attention to it. Any feedback is appreciated, although there's not much space left in the ROM for new features. This is an Atari 2600 homebrew game that's been in development for a while, and I believe it's finished now. It's a 4K, single player paddle game with SaveKey/AtariVox support. Plot: In this game, you must use the paddle controllers to steer your car left and right, avoiding obstacles in your path while collecting treasures. When you touch a treasure, you will get 1500 points and it will be added to your collection (the yellow dots on the left side of the status bar). You can have up to 5 treasures in your collection at a time. At any point, you can press the paddle controller's trigger to "burn" a treasure, giving you the energy to jump a short distance over any obstacles in your path. Any treasures you have left when your game ends will grant you an extra 1500 points. The game is won upon reaching 99,999 points. There are different kinds of treasures. Some of them will grant you unique powers: Gold coin: Does not grant any powers, is only worth points. Necklace: Gives you an extra life (the red dots on the right side of the status bar). You can have up to four lives at a time. Jar: Lets you pass through all barriers for a few seconds. Statuette: Lets you jump as much as you want with no penalties for a few seconds. The game will speed up when you get enough points. There will be a transition period where the game stops generating obstacles briefly, and the speed-up will occur while there are no obstacles on the screen. The difficulty switches toggle certain features. I highly recommend setting both to A for the full experience (Note: Stella sets both to B by default): - The left difficulty switch will make obstacles farther apart (B) or closer together (A). - The right difficulty switch turns moving obstacles off (B) or on (A). If the game feels too easy for you, enable Speed Freak mode! Simply press the game select switch at any point. When the title screen's background is red, this mode is enabled. Finally, the most important feature: if you press the paddle trigger while you have no treasures in your collection, you can honk the horn! Wow! As previously mentioned, the SaveKey and AtariVox are fully compatible for saving high scores (although there are no AtariVox speech functions). It saves unique high scores for Normal and Speed Freak modes. If you want to clear your high scores, press the game select and game reset switches at the same time. Drive! v1.4 NTSC.bin Drive! v1.4 PAL.bin Additionaly, here's a possible label I have for now:
  21. So it's time for a new release of Stella. I've been sick over the past few months, and didn't get to work on Stella as much as I'd have liked. Anyway, here it is: A number of bugs from the '4.6.5 release thread' have been fixed, but there's still a few more to go. As usual, Stella can be downloaded here, and donations are welcome here. Feedback can be in this thread or by PM.
  22. tl;dr: Play games (from 20th-century systems) and post your times! Once more we've reached a new year, and with that it's time to move from the old thread to the new. We're now in the eighth season of our gameplay tracker, and still going strong, but new members are always welcome: the more the merrier, quite literally! So what is this? The basic idea is to post what games you played during each week, and for how long. You don't have to time it down to the minute (though some of us do), and estimates are acceptable. Then, at the end of the week, the statskeeper (that's me) totals everything up and we find out which games and platforms are seeing the most action. Each week, we have top 10 lists for consoles/computers and for individual games. We also have a separate top 10 list for games released on platforms that predate the US release of the NES (i.e. roughly the tail end of 1985). That way, arcade-style vintage gaming doesn't get totally lost in the shuffle of RPGs, collectathons, and other games that take 10+ hours to complete. However, in 2014 the #1 game by a mile (and for the fifth year in a row) was Kaboom, the quintessential old-school VCS game, so the old consoles (and computers!) are more than holding their own. Guidelines: 1. Be sure to list the system, the name of the game, and the length of time you play. Please note if the game has any alternate titles by which it's better known (i.e. Air Sea Battle vs. Target Fun). If you list multiple games, please group them by system. If you play on a backwards-compatible system, e.g. Atari 2600 games on the 7800 or SMS games on the Genesis, the game should be listed under the older platform's name. 2. Each week runs Monday through Sunday (at midnight), except the first and last week of the year. The deadline for posting stats is now 3:00 PM (EST) on Monday to allow for different time zones. 3. Playing on actual vintage hardware is preferred, although emulators are certainly allowed. In some cases (homebrews in development, rare arcade games) there's no alternative to using an emulator. 4. Our cutoff year is 2000. That is, eligible consoles and computers have to have been released (in the US) before 2000. This includes Dreamcast and N64, but excludes the most recent systems like PlayStation 2, XBox, GameCube, Game Boy Advance, et al. You're welcome to mention gameplay on those systems, but as of now they won't be added to the tracker. The same goes for computers: we count Windows 95 and 98 games, but not XP; Mac OS 9, but not OS X; and so on. 5. Arcade games up to A.D. 2000 are permitted. So are emulated compilations of arcade games for modern systems, as long as they're not rewritten or otherwise massively "updated" versions. If you play 45 minutes of Robotron via Midway Arcade Treasures for the XBox, those 45 minutes are counted towards the arcade game. When you're playing arcade compilations, be sure to list each game separately (don't just put "Midway Arcade Treasures - 45 min.") 6. You don't just have to post a bare list of times -- comments, stories, gripes, and helpful hints are always encouraged! If you're struggling with a level, got a new high score, or have some thoughts about what's great or what stinks about a particular game...well, that's the kind of stuff that makes this fun to read. How to make the statskeeper's life easier: - If you post a big list of games, please consider alphabetizing them first (after grouping them by platform). - Posting your times in minutes, rather than hours + minutes, makes things a little simpler. - Even if you don't know the exact time, it's better to post a specific number and say it's an estimate. If you say you posted a bunch of games for "between 20 minutes and an hour", I'll just average everything out to 40 minutes, but it'd be better to have a sense of which games you played more and which ones you played less. - If there's room for confusion or ambiguity, please address that in advance so I don't have to research it myself. Non-US releases, homebrews in progress, alternate titles, and expanded re-releases can get especially tricky. That about covers it. I've just posted the summary for 2014 (starting here), including the all-time top games, so those who like stats are welcome to check that out. One more thought: If you haven't participated before, or if you did and got busy with other things, consider taking part in 2015! You may find that it has some interesting side effects -- I've found that keeping a log dramatically changes how I think about my own gaming, and mostly for the better. P.S. Past years of the tracker: 2008 | 2009 | 2010 | 2011 | 2012 | 2013 | 2014
  23. After having done some successful Trak-Ball hacks lately, I wondered if adding paddle support might be possible too. Both have (do they?) to be polled during the kernel, but I found that the Trak-Ball polling is surprisingly tolerant to irregular timing. E.g. if you poll every 8th scanline, no one will notice, if you skip some of those polls. And it doesn't matter where you skip them. So you can poll in 8,16,32,40 and then in 8,24,32,40. The intervals do not even have to be identical. A poll e.g. in 5, 14, 31 and 39 would work too. And since my hacks only poll during the main kernel, skipping a big number of scanlines is still not noticeable. I haven't tested this, but probably polling outside the kernel a number of times with not too large gaps between the polls would somehow work too. You do not have that flexibility for paddle polling. There the timing has to be very strict. And the kernel is the only part of the code, where you have such a timing over a longer period. I think most of the Trak-Ball flexibility results from relative positioning based on the previous position, where in case of a paddle, we start from scratch with each frame. So as of now, it seems that adding paddle support to an exiting game is much more complicated than adding Trak-Ball support. But maybe some of us can come up with some new ideas? E.g. can we do relative positioning with a paddle? Awaiting your input...
  24. DELETED. Thanks to those who traded with me
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