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Blogs

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  • That's what she said.
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  • The (hopefully) weekly rant
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Found 11 results

  1. I always wanted to make one, but could never get Robotron to work in my PAL 7800. I have made them in the past for VECTREX and usb, but not for the 7800. Not sure there would be a need for them really? If I get at least 10 ‘ yes please ‘ I’ll add it to my list of projects. Here is the pc one I made for someone.
  2. Some of my favorite 2 joystick games for the 2600 include Stargate, Spy Hunter, Solaris, and Radar Lock. Over the course of time I've tried various joysticks out on these games to see if I could get superior control one way or the other. Really the best option happens to be putting a table in front of me with a pair of suction cups joysticks attached, but hauling out a table for that purpose is kinda a hassle. There are trays for the 2600 CX-40 joysticks to be placed in for 2 joystick gaming, but I've never managed to add one of these to my collection... So, I have a new idea to share here, and it h has to do with using an 8bitdo Retro Receiver for the Genesis along with a wireless pair of Nintendo Switch Joy-Cons. Check out what I've managed to accomplish:
  3. This adapter was named after The 8 Bit Guy that came with a SNES layout for a game that he is developing (for Commodore PET/64) that have controls very similar to Robotron, where the directional Pad controls the movement while the X Y A B buttons control the shooting direction. Full keyboard control is provided using the SELECT and START buttons as Alt/Modifiers keys The connections to the Atari 5200 should be done by use of two cable extensions. If cable on Port 2 is not connected the X Y A B buttons behave like TOP/BOTTOM buttons. The adapter should also support the NTT data controller. Like the regular SNES controller the X Y A B buttons revert to TOP/BOTTOM when the cable on port 2 is not connected. The circuit shall also provide support for NES controllers, though with limited keypad support. The connection to the SNES controller should be done by cutting an extension cable and soldering the wires to the PCB. The PCB is designed to fit within a Hammond 1593J case. Base code is ready. Next step is prototyping. Murray-BaseCode.zip
  4. I've come up with some new ways to use Switch Joy-cons on the Atari 5200 Console (as well as other Atari consoles), and there's some really good news about the two stick games, Robotron 2084 and Space Dungeon. They feel great being played with thumbsticks. The two stick method requires that you'll need to purchase the following items: 1) Two Ikonsgr74 (Ebay) 9 pin to Atari 5200 controller adapters 2) Two 8bitdo Retro Receivers for the Sega Genesis 3) Two cords around 5 to 8 inches long that have 9 or more internal electrical wires 4) Two Male 9 pin solderless connectors (db9) and two female 9 pin solderless connectors (db9). 5) Nintendo Switch left and right Joycons with Grip/recharger. After you have these items just follow the instructions I have for you here (explained midway into the presentation) to get it all set up (soldering a wire onto the board of the 2020-released Ikonsgr 9 pin to 5200 adapter is required):
  5. Let me preface this by saying that this is my first time on AtariAge and frankly, I'm a kid who has no idea what he's doing- But that's why I'm here! Also apologies if this isn't the right place for this post. Let me know if I should repost in another place. It's my Dad's birthday soon and he's always dreamed of being able to play Robotron 2084 with arcade joysticks again. I'm trying to find the easiest and cheapest way to get him that experience again. I have Midway Arcade Treasures on Gamecube, but the Gamecube controller joysticks don't do the trick for him. I also am in no position to spend thousands of dollars on a cabinet or buy parts and learn to make one. I wish there were a console/emulator(?) I could buy that I could connect via HDMI into a TV, and a dual joystick setup that I could plug into it. What's the easiest way to play Robotron 2084 with classic arcade joysticks? Thank you all in advance. Apologies again for my ignorance of any of this. I've tried doing some research on my own, but it's been more complicated than I expected.
  6. Eugene Jarvis - Atari - Podcast Interview - Creator of Robotron: 2084, Defender & Stargate This is probably my favourite interview to date as I have a long and in-depth chat with arcade, Atari and Williams legend Eugene Jarvis. Eugene shares some great stories of working at Atari, what it was like working with Nolan Bushnell, creating Defender and Stargate. He also talks what inspired him to make Robotron: 2084, Smash T.V. and loads more. He also looks at his current work at Raw Thrills where he keeping arcades alive with amazing innovations. He also talks about his views on the Jeff Minter's Defender 2000 on the Jaguar. The 1 hour 30 mins chat with Arcade Attack is honest, funny and really insightful. I would be so honoured if you checked it out and shared your feedback. The links to various platforms are listed below: Apple Podcasts / iTunes: https://podcasts.apple.com/us/podcast/eugene-jarvis-interview/id1174983594?i=1000474625155 Spotify: https://open.spotify.com/episode/0Db70NAAhCA7SxonnrZWpG Podbean:https://arcadeattackpodcast.podbean.com/e/eugene-jarvis-interview/ YouTube: If you did like the interview, please do consider subscribing to our podcast and YouTube channel and even leave us a nice review! We have also interviewed other legends in the past such as Trip Hawkins, John Tobias, Tommy Tallarico and many more.
  7. Eugene Jarvis - Atari - Podcast Interview - Creator of Defender, Robotron & Stargate This is probably my favourite interview to date as I have a long and in-depth chat with arcade, Atari and Williams legend Eugene Jarvis. Eugene shares some great stories of working at Atari, what it was like working with Nolan Bushnell, creating Defender and Stargate. He also talks what inspired him to make Robotron: 2084, Smash T.V. and loads more. He also looks at his current work at Raw Thrills where he keeping arcades alive with amazing innovations. He also talks about his views on the Jeff Minter's Defender 2000 on the Jaguar. The 1 hour 30 mins chat with Arcade Attack is honest, funny and really insightful. I would be so honoured if you checked it out and shared your feedback. The links to various platforms are listed below: Apple Podcasts / iTunes: https://podcasts.apple.com/us/podcast/eugene-jarvis-interview/id1174983594?i=1000474625155 Spotify: https://open.spotify.com/episode/0Db70NAAhCA7SxonnrZWpG Podbean:https://arcadeattackpodcast.podbean.com/e/eugene-jarvis-interview/ YouTube: If you did like the interview, please do consider subscribing to our podcast and YouTube channel and even leave us a nice review! We have also interviewed other legends in the past such as Trip Hawkins, John Tobias, Tommy Tallarico and many more.
  8. If you're wanting to build a 2-stick Robotron controller or a large-scale 3D Printed single-player console, you may want to check this out: For even more detailed information, please see this video for how to print/wire everything up: All the latest information can also be found at : http://wagnerstechtalk.com/opencade
  9. I've recently become fascinated, again, with early software synthesis. For example, take Eugene Jarvis' sound engine in Robotron and Defender: I love that it ran on such a limited processor. But the thing that really gets me as a synth geek is the parameter space-- the fact that you can do so much with what I think he said was 8 parameters (in the Robotron GDC post-mortem). I see that he goes into a little more detail here: http://www.firepowerpinball.com/downloads/Eugene_Jarvis_Interview.pdf-- it's funny too because we always think of general-purpose-CPU softsynths as a late 90s phenomenon! Now, I see someone has done a commented Robotron disassembly, but I don't think they got to the sound system. I'd love to find more info about it, short of disassembling it myself. I also noticed that Konami's Time Pilot '84 produces a lot of similar tones. It supposedly uses one of those simple squarewave+noise PSGs, but it's driven by a reasonably fast CPU, which makes me wonder what's really going on there. Maybe it's manipulating the sound chip's registers really fast, or there's a bit-bang channel in addition to the sound chip. I think some of those dedicated PSGs had simple amplitude envelopes you could leverage, too..? Any other arcade games that use or are suspected of using a softsynth to generate their sounds besides these and the Namco games? Any tones that strike you as particularly neat? I might play with some primitive softsynth concepts tonight. I want to see if I can make one that barely branches, and also see what FM does with such low resolution grainy tables (for example, do you really need a LFSR if you've got FM feedback?).
  10. So I was reading an issue of Electronic Games and a reviewer was going on about how much he loved the port of the 1981 arcade game Space Dungeon on the Atari 5200. He only wished he could tie two controllers together so that he could play it better. And he couldn't understand why the arcade game wasn't more successful than it was. In my mind, the answer is that the arcade game is too damn tough. So here's what I'd recommend if you want to get into this game: Throw MAME for XBOX onto a modded original XBOX. The game is already mapped as: Left analog stick = move Right analog stick = fire Then map the coin-op settings to the d-pad and set the arcade machine Location Programming to: Ships per game = 6 Bonus Increment (000) to 1 I originally tried setting ships per game higher, but it seems to ignore anything past 6. So I instead opted to set it as a bonus ship for every 1000 points. The game's laid out on a 6x6 grid. It's a bit like playing Robotron on a huge map. There's continuity, so monsters will follow you from room to room. There's also a timer, so the longer you wait around, the more waves of monsters will appear. Similar to Gauntlet, there's a thief on level 2. So if you can't find any treasure, he's the reason why. Once you nab him, he'll drop all the treasure. You'll drop all your treasure in the room you were killed in. The flashing square on the map marks the last room that you died in. The light yellow square is the room you're currently in. On each level, you collect treasure (crosses and asterisks). Bring those to the room marked in dark yellow and drop them off in the box that reads, "Collect Bonus". That'll take you to level 2. Similar to Xenophobe, you don't have to collect all of the treasure to qualify for moving on to the next level of the dungeon. Enjoy! https://en.wikipedia.org/wiki/Space_Dungeon https://www.arcade-museum.com/game_detail.php?game_id=9648 https://www.giantbomb.com/space-dungeon/3030-19413/
  11. New Robotron: Considering these don't come too often, not in the UK anyway, this is a steal, get one now while you can before the dealers hoover them up. 8 available as of 13:45 Sunday 19th Feb. A bare cartridge sold for £16.50 on Friday! ? ( frustrating if you're collecting, I know, but that's the state of eBay now).
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