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Blogs

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  • Blogpocalypse
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  • creeping insanity
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • 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
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  • HSC Experience
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  • Joey Z's Atari Projects
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  • Lynx Links
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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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  • Gernots A500 game reviews
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  1. Season's Greetings, ColecoVisionados! I'd like to start this news bulletin by wishing everyone very Happy Holidays! Now with this is out of the way, let's get down to business! STATUS OF CHRISTMAS RELEASES As I recently indicated in another forum thread, I didn't get much of a chance lately to glue boxes for the new lineup of Team Pixelboy titles. I also received the cartridge electronics rather recently, and I've only begun to assemble the carts. All this to say that nothing is ready to ship as of today, aside from copies of The Cure, but I'm working on it. I should have most copies of Ghost, Prisoner of War and 1942 ready by January 2nd. Some last-minute problems were encountered with Arcomage, Jewel Panic, R-Type and Bomber King. Arcomage is officially fixed, and the electronics just need to be programmed and soldered together. Jewel Panic and R-Type have some minor problems and Mystery Man already supplied some fixed ROMs which are currently being tested, so that shouldn't take too long to sort out. Bomber King has a big question mark on it, as it seems to have some serious problems when running on real hardware, but it may be as simple as the sample cartridge PCB itself being defective. Some further tests need to be done on that one. So anyway, I'm nowhere near ready to ship anything, but I'll get as much work done during the Holiday break as I can. A big "sorry!" to those who were expecting to receive some good news from Team Pixelboy today. PIXELBOY SANTA IS AT IT AGAIN! But it's not all bad news. You will find below some new (and free) Team Pixelboy ROMs to download. 'Nuff said. Also, I have two brand new complete-in-box copies of Stray Cat to sell. If you want to buy a copy, just send me an e-mail. Any unsold copies after January 5th 2020 will go to eBay. I don't have much else to say today, but stay tuned for the next Team Pixelboy News Bulletin, to be posted on January 1st 2020, in which I'll have some juicy news for all you ColecoVision (and perhaps even non-ColecoVision) fans! This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. children_of_the_night_cv_sgm.rom c-so_colecovision.rom flicky_colecovision.rom ghostbusters_cv_sgm.rom king_and_balloon_cv_sgm.rom secret_of_the_moai_cv_sgm.rom wizard_of_wor_cv_sgm.rom zombie_incident_cv_sgm.rom
  2. Bonjour to all ColecoVision fanatics! It's already time to post an update on a number of things, the main topic being the Asteroids Controller! If you voted positively on the recent Asteroids Controller poll, you'll definitely want to keep reading this news bulletin! ASTEROIDS CONTROLLER IS A GO! The poll clearly demonstrated that there is sufficient interest in the Asteroids Controller to produce a limited run, so we (doubledown, Mystery Man and myself) are going to team up and get it done! It's an exciting project for us, but unfortunately, Mystery Man is rather busy at the moment and he won't be able to get started on programming the Asteroids game (for ColecoVision) right away. But anyhow, let's go over the final specs of the controller and its pack-in game, and then review what is going to happen next where pre-ordering is concerned. FINAL SPECIFICATIONS OF THE ASTEROIDS CONTROLLER We will offer two variants of the controller, which we like to call the Asteroids Upright Edition - VVG Enhanced Controller and the Asteroids Cabaret Edition – VVG Enhanced Controller. The first features the full-color artwork from the upright arcade cabinet of Asteroids, while the other is in black and white, and features the artwork of the "cabaret-style" cabinet of Asteroids, with some woodgrain decoration applied on the sides of the controller for added nostalgia. As the proposed Asteroids controller is designed to replicate the look and feel of the arcade cabinet, it will feature five buttons, plus a sixth button for extra ColecoVision compatibility. All buttons will be leaf-switch push-buttons (GGG CLASSX push-buttons with True-Leaf Pro switch upgrade) and will be of matching size, style, color, and layout of the original arcade cabinets. The buttons will be wired as follows: - ROTATE LEFT = Joystick Left - ROTATE RIGHT = Joystick Right - HYPERSPACE = Joystick Down - THRUST = Joystick Up - FIRE = Left trigger button - (Unmarked sixth button) = Right trigger button Below are some pictures of the controller. As you can see, the unmarked sixth button is red on the Upright Edition and black on the Cabaret Edition, and the main white buttons are placed high on the controller's surface, in order to provide sufficient resting space for the player's palms and wrists. We feel this is an important ergonomic comfort factor, especially for long play sessions. Asteroids Upright Edition - VVG Enhanced Controller Asteroids Cabaret Edition – VVG Enhanced Controller The controller will come with the black velcro cable wrap that you see in this last picture of the back side: The controller's enclosure will be a Hammond Mfg. 14.00" x 8.25" black aluminum, sloped-top housing. While we feel the enclosure looks (and for the most part feels) very nice, we believe it falls short in two aspects, namely its assembly and its weight. The enclosure itself is constructed as two "c-shaped" powder-coated aluminum forms, assembled with four #6 sheet-metal screws on the bottom side; two along the front edge, and two along the rear. The concern we had with this is that nothing supports the upright sides from flexing outward (creating an unsightly gap) and nothing supports the large, flat, top surface from bowing downward. To remedy both of these issues, and to give the controller a more solid feel overall, we will install two steel angle braces which will connect the sides of the enclosure to the underside of the top surface. Additionally the steel braces (one mounted on each side, and running front to back) nicely bump up the "bare" enclosure weight from 2.36 lbs (1.07 kg) to 3.15 lbs (1.43 kg). Lastly, we will ditch the manufacturer's assembly screws, and new #8-32 machine screws will be used for the housing assembly. All of these modifications strengthen, and beef up the enclosure to our quality standards, but do require additional hardware, and add approximately 1 to 1.5 extra hours to the overall build/assembly time of each controller. The surface artwork will be photo-quality inkjet printed (with photo inks) on premium photo paper (Epson or HP depending on availability), then dual-side, heat-laminated, with 5 mil glossy laminating media with UV protection. So unless someone were to scratch or stab the controller's surface with a sharp tool/knife/keys purposely and/or maliciously, it should last indefinitely. The controller will feature a 10-feet cable with a new DB9 plug (not recycled from another controller) and as stated earlier, a velcro cable wrap will be included to facilitate storage. Four adhesive backed round rubber feet will also be placed under the controller for improved stability. The price of the Asteroids Controller has been set to 150$US, for both the Upright and Cabaret editions. This is for the controller itself and does not include the extra price of the pack-in game. ABOUT THE PACK-IN GAME While the poll showed that people would prefer a multi-cart that includes Asteroids and several legacy ColecoVision games hacked to be fully compatible with the Asteroids Controller, it was decided that the pack-in game cartridge will contain only Asteroids. There are a couple of reasons for this: 1) It is preferable to have a box specifically for Asteroids because then I can sell the game as a complete-in-box stand-alone product to anyone who wants the game but not the controller. So everyone will get the same game (with the same box, manual and cartridge) regardless if they purchase the Asteroids Controller or not. 2) The price of the pack-in game is unknown at this time, but having only Asteroids on the cartridge will help to reduce this price. The controller by itself is already pretty expensive. It is already 100% certain that Asteroids will require the Super Game Module, because we want to avoid a flicker-fest on the TV screen. With the added RAM of the SGM, we'll be able to implement a tile-based rendering engine for the asteroids and ship/alien projectiles (instead of sprites) which will reduce flicker to a minimum, and provide a much better gameplay experience. It is not clear yet if we will include extra features (shields instead of hyperspace, color graphics, etc.) but there's a good chance such features will make it in the final release candidate of the game. We still want to do the multi-cart (with hacked versions of Carnival, Omega Race, Space Fury, Star Trek, Victory, and perhaps more) but as a digital ROM file only. We figure most ColecoVision owners who will purchase the Asteroids Controller already have an AtariMax SD cartridge, so they can use that to play the multi-cart ROM file, and we can sell this ROM file for a much lower price compared to manufacturing an actual cartridge. The Asteroids controller will be compatible with the Atari 2600, Atari 7800 and Atari 8-bit computer versions of Asteroids (and will be compatible with several other games as well) so the ColecoVision pack-in Asteroids game will be completely optional at pre-order time. By the way, the box for the Asteroids pack-in will be a two-piece solid box, just like the boxes of the Team Pixelboy Budget Series released a few years back. Such a box is stronger than the cardboard boxes I usually use for Team Pixelboy titles, and this will be a good thing when shipping the pack-in game together with the Asteroids Controller in the same shipping box. PRE-ORDERING AND PAYMENTS The project will follow this general time line over the course of 2020: 1) Starting now, I will record initial pre-orders from all interested customers without requesting any advanced deposit. Within a few days of posting this news bulletin, I will contact (by e-mail) everyone who has recently communicated with me regarding the Asteroids Controller poll. In the mean time, if you're one of the people who positively voiced his/her interest in the Asteroids Controller poll, now is the time to contact me (at pixelboy at teampixelboy dot com) to place your official pre-order. You may also pre-order the ColecoVision Asteroids game only, without the Asteroids Controller, if you wish. 2) Mystery Man will program the Asteroids game for ColecoVision (this will likely take several months) and once it has been properly finished and beta-tested, all customers who placed a pre-order will be contacted, and will be asked to send a deposit of 50$US directly to doubledown as part of their order confirmation. With the money collected, doubledown will order parts and get started on assembling the Asteroids Controllers. 3) Once all controllers and pack-in carts are ready to ship, I will notify customers and ask for remaining payments (including shipping fees). doubledown will take care of shipping controllers and pack-in carts directly to all customers, once final payments are confirmed. If you have any questions, feel free to post them in this thread, and we'll try to answer them to the best of our ability. CHANGES TO THE MYSTERY MAN COLLECTION Aside from the Asteroids Controller, there are other things I want to mention today in this news bulletin: Pre-orders for the Mystery Man Collection have been very good so far, but I believe it will be a little difficult to find buyers for all 85 copies of each game. So with Mystery Man's accord, I have decided to reduce the number of manufactured copies of each game, and also to add one game to the collection, namely Monaco GP which is an SG-1000 port like the others. I will likely add Monaco GP to teampixelboy.com next week-end. So now the produced quantities will be as follows: - GP World : 60 copies - Mikie : 60 copies - Monaco GP : 60 copies - N-Sub : 60 copies - Sega Flipper : 50 copies - Sindbad Mystery : 60 copies - Star Jacker : 60 copies - Zaxxon II : 90 copies - Zoom 909 : 60 copies This adds up to a total of 560 copies of these games, together with 120 manufactured copies of Asteroids. There is still time to pre-order the games of the Mystery Man Collection, but I should remind everyone that once all these copies are pre-ordered and sold, no more copies will ever be produced. Same goes for Asteroids, once all 120 copies will have been sold. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  3. Howdy, ColecoVision fanatics! I'd like to wish you all a very Merry Christmas, and in what has become a Team Pixelboy tradition, allow me to spread some Holiday cheer on this special day! HAVE YOU BEEN A GOOD COLECOVISION FAN THIS YEAR? Probably not, but I'll give you some gifts anyway. You'll find a bunch of ROMs to download at the bottom of this post, including several SGM games: Dragon's Lair, Zaxxon Super Game, King's Valley, Thexder, Buck Rogers Super Game, SubRoc Super Game and Mecha-8 (graciously released by nanochess)! You will also find the ROMs of all the Team Pixelboy budget games. CHRISTMAS CHEATS FOR ALL!! I don't recall if I ever disclosed these cheats before (I may have posted some of them at one point, I'm too lazy to check) but anyhow, I figure you guys might like to try these out, just for kicks: Gulkave : Access a secret menu by pressing UP, UP, DOWN, DOWN, UP, RIGHT, DOWN, LEFT, DOWN, DOWN at the title screen. This menu contains a sound test and also lets you set the difficulty level (normal or hard). Pitfall II Arcade : To get infinite lives in this game, enter 54312 with the keypad at the title screen. Also, you can enable "ghost mode" (i.e. invincibility) by entering the code 89999 at the title screen, but keep in mind that it doesn't work with terrain hazards and mine carts. Girl's Garden : Start playing the game, and at any point you can enter 8675309 (Jenny's phone number!) to unlock access to cheat features! Press the keypad keys to add lives, honey pots, flowers, etc. Take note that a dot appears next to your score to indicate that you are in "cheat mode"... cheater. Ninja Princess : To access a cheat menu, quickly enter UP, DOWN, UP, UP, DOWN, DOWN, DOWN, UP, UP, DOWN, UP at the title screen. This cheat menu lets you select the starting stage number and also lets you set the number of lives. Quest for the Golden Chalice : Enter 444555 with the keypad at the title screen to unlock Quests 4 and 5. You can also enter the code SQUARE (708273) to turn the Prince into a smiling square for the entire duration of the game. Also, after entering the code 865336 at the title screen, you will be able to teleport directly to any screen at any time during the main game by entering the code 00 to 53. If you're playing Quest 4 or Quest 5, you can also teleport directly to the wizard's current location by entering 99 on the keypad. Finally, you can perform a sound test by entering one of these codes at the title screen: 687421 (Silence), 687422 (Main music), 687423 (Victory music), 687424 (Easter Egg music), 687425 (Dungeon music). King's Valley : While playing the game, you can make the hidden doors appear immediately by holding down both fire buttons, holding the joystick down, and pressing 0 on the keypad. Now just go trough the door to move on to the next (or previous) level! Module Man : You can access the "deluxe" mode of the game (with more screens) by entering 777111 at the title screen. You can also enter 385 at the title screen to access the debug mode (experiment with the keypad keys while playing to see what you can do in debug mode). Finally, you can play a hidden mini-game by entering 222666 at the title screen. Mecha-8 : Enter 421 at the title screen to activate the debug mode. You can press 3 on the keypad during the game to pass directly to the next level (or to the ending after the last level). You can also press 4 to fast-forward to the boss of the current level. The Stone of Wisdom : During the "CASIO" logo sequence, hold down 1 on the keypad while holding down the right trigger button, and you will become totally immune to damage. Or, still during the "CASIO" logo sequence, hold down 2 on the keypad while holding down the right trigger button to gain the ability to continue after death. Super Pac-Man : Enter 4567 at the title screen to access the secret Classic Pac-Man, which is the MSX port of Pac-Man. While playing Classic Pac-Man, enter 1809 with the keypad to make the 4 blinking power pellets reappear (after Pac-Man has eaten them) or enter 0712 to add one life to your reserves. Mecha-9 : Enter 731 at the title screen to activate the debug mode. Try the keypad keys during the main game to see what they do. Caverns of Titan : During the main game, you can add a life to your reserves at any time by pressing 1 on Player 1's controller and 2 on Player 2's controller simultaneously. You can also freeze all enemies on the screen by pressing 3 on Player 1's controller and 4 on Player 2's controller simultaneously. Finally, you can skip to the next level by pressing 5 on Player 1's controller and 6 on Player 2's controller simultaneously. IMPORTANT: For any of these cheats to work, you have to hold down the two keypad buttons until the screen briefly flashes, which takes roughly a second. Oh, and you can also continue after game over by pressing 5 on Player 1's controller, but I haven't tested this so I'm not sure exactly when you're supposed to press 5. Perhaps someone can check? Cold Blood : Move the joystick RIGHT, UP, DOWN and RIGHT at the title screen to make the "EXTRA" option appear. Move the menu cursor next to "EXTRA", and press the trigger button to see some bloopers. Deep Dungeon Adventure : Did you know there's a secret game hidden in your Deep Dungeon Adventure cartridge? To access it, hold down the (5) key on both controllers while turning on (or resetting) your console. Have fun! J.E.T.P.A.C. : Hold the joystick up while turning on the console (or while pushing the reset button) to remove the gravity. Also, you can turn your astronaut into a one-hit-kill wonder (making the game incredibly difficult) by holding the joystick right while booting/rebooting the game. Kaboom! : Get infinite lives by entering this code at the title screen: 84572093 AND NOW, THE LATEST NEWS This can't really be called a Team Pixelboy News Bulletin without some news to report, right? You may have noticed that I've kept mostly quiet about the new releases lately, and there are a few reasons for that. First of all, free time has been scarcer than expected these last couple of months, so gluing boxes and assembling carts has been a challenge. I've got most of the boxes glued for the "limited run" (which I mentioned in the previous news bulletin) but very few of the carts have been assembled. Some lucky folks did get their games shipped these past couple of weeks, but they are few. I spent a lot of time gluing boxes and assembling carts of my older games for the AtariAge Store, but in the end it was all for nothing, since Albert was unable to find the time to add those games to his store. They'll probably show up eventually, but I have no idea when. Also, there were some last-minute problems with Ghostbusters that needed to be ironed out: The final ROM worked on the AtariMax SD cart for beta-testing, but didn't work on real MegaCart PCBs. This issue was confirmed to be fixed last week, and a test PCB has been shipped to my beta-tester so that he can test it on his own ColecoVision and ADAM. If it works on his systems, then I will give the green light to have more PCBs of Ghostbusters produced. Wizard of Wor also had some last-minute issues: The programmer found some bugs in his software while porting the game to the MSX, and he gave me the latest ROM with all the bug fixes very recently. This forced me to halt PCB production for that game until my beta-tester could give the game a final round of testing. Everything is okay now, and I received the PCBs a few days ago. So where does that leave us? Well, aside from Ghostbusters being almost ready to ship, there's also the issue of the budget game boxes. I received the boxes of Kaboom! and Remember The Flag a few weeks ago, but I'm afraid the boxes of Pacar won't be delivered to me before the second half of January 2018. As you can imagine, I'm eager to receive that final lot of boxes because then I'll FINALLY be able to ship all the budget boxes to everyone. Those darn boxes are taking up a lot of space in my house! It doesn't make much sense to me to ship boxes full of new games during the Christmas break, and then ship another large lot of empty budget boxes merely a month later. So I contacted all the people who were on the "short list", and they all agreed to wait an extra month so that all their new games and budget game boxes may be shipped together in one large shipping box. This will free up some time for me this week, which I will spend on beta-testing Space Shuttle and do a few other little things. Speaking of little things, see below for a picture of the full stash of Pacar cartridges all assembled and ready. The manuals have also been printed, so I'm really just waiting for the boxes. This concludes this Team Pixelboy News Bulletin. Tune in one week from now (on January 1st 2018) for another news bulletin! We now return you to your regular forum activities! dragons_lair_colecovision_sgm.rom zaxxon_super_game_colecovision_sgm.rom kings_valley_colecovision_sgm.rom thexder_colecovision_sgm.rom buck_rogers_super_game_colecovision_sgm.rom subroc_super_game_colecovision_sgm.rom mecha_8_colecovision_sgm.rom caverns_of_titan_colecovision_sgm.rom cold_blood_colecovision_sgm.rom danger_tower_colecovision_sgm.rom deep_dungeon_adventure_colecovision_sgm.rom frostbite_colecovision.rom heroes_arena_colecovision_sgm.rom jetpac_colecovision_sgm.rom kaboom_colecovision.rom kralizec_tetris_colecovision.rom pacar_colecovision.rom remember_the_flag_colecovision.rom shmup_colecovision_sgm.rom shouganai_colecovision_sgm.rom stray_cat_colecovision_sgm.rom sudoku_colecovision.rom traffic_jam_colecovision_sgm.rom txupinazo_colecovision_sgm.rom
  4. Happy New Year, everyone! Here's hoping that 2020 will deliver good times and good fortune to all of you. To start the year on a good note, keep reading for several interesting Team Pixelboy news bits! STATUS UPDATE FOR THE NEW RELEASES Over the last few days, I finished assembling the cartridges and gluing the boxes of The Cure, Prisoner of War and Ghost. For the material I have currently in my possession, only the cartridges (and boxes) of 1942 remain to be assembled, and I'll be doing this in the coming days. Since I don't have the electronics for Bomber King, R-Type, Jewel Panic and Arcomage, I have decided to postpone the release of all eight games until I have received those electronics, and for now, I have no idea when the releases will actually happen. Thanks in advance for your patience and understanding. WHAT'S IN STORE FOR 2020? New games have been added to teampixelboy.com, namely Arabian, and also eight SG-1000 ports, which I like to call the "Mystery Man Collection" because they were all ported by Mystery Man. There's also another game which I may add to my to-do list for this year, but this new project is special enough that it deserves its own section in this news bulletin (see further below) and I haven't added it to the web site yet. (QUICK NOTE: I didn't have time to snap any screenshots for the eight SG-1000 ports, that's why the screenshots are all "COMING SOON" images. I will fix that shortly.) Arabian is a personal arcade favorite of mine, and the only home port ever done was Super Arabian on the Famicom. A game like this seems right at home on the ColecoVision, and just for kicks, I decided to use the American Coleco arcade cabinet box style for this release. You can see what the box looks like on the official Team Pixelboy web site. Programming of this game hasn't begun yet. As some of you may recall, the eight SG-1000 ports are GP World, Mikie, N-Sub, Sega Flipper, Sindbad Mystery, Star Jacker, Zaxxon II and Zoom 909. They will come in the same kind of two-piece boxes that I used for the Budget Series from a couple of years ago. I'll be looking to release all these games later this year, together with Space Shuttle - a Journey Into Space. This makes my to-do list full enough that I'm not sure I'll be able to release Utopia this year. We'll see how that goes. NOW IS THE TIME TO PRE-ORDER! Over the last few months, I stopped recording pre-orders for all my previous and upcoming releases, mostly because I wanted to freeze my order of cartridge electronics leading up to the Holiday season. I am now accepting pre-orders again, so if there are any Team Pixelboy titles you want, send your requests to me via e-mail. If you do contact me to place any pre-orders, it may take many weeks before I can manufacture and ship the games, so your patience may be tested. I'm very sorry to keep people waiting, but please be aware that such delays are linked to factors beyond my control. Only 85 copies of each of the eight SG-1000 ports will be produced, and then those games will be permanently sold out. Same goes for Arabian, which will be limited to 100 copies. So if you want to secure your copies of those games, please send me an e-mail to record your pre-orders. The new games will probably be released in the fall of 2020. TRADING CARDS, TRADING CARDS, TRADING ALL THE WAY... I really wanted to add a section to teampixelboy.com for my ColecoVision trading card project, but I couldn't get that done in time for this news bulletin. I wish I could provide more details, but for now, all I can say is that 2020 will be the year I will be getting serious about this project. I have already done some important ground work over the last year or so, and some specific parts of the project are already in motion. Once the new section for the trading cards has been added to my web site, I'll post a new Team Pixelboy News Bulletin with all the details. SEEKING A SOLUTION FOR A STYROFOAM PROBLEM I'm in need of suggestions for dealing with a problem. I have enough styrofoam inserts in stock for the short-term releases, but I'll probably won't have enough for future releases such as Space Shuttle, Arabian and Utopia. Styrofoam manufacturers typically have a minimum order of 2000 units, and I definitely don't need anywhere near that many for the remaining games on my to-do list. Can anyone help me out? I just need 500 inserts made, either in styrofoam or perhaps some kind of cheap 3D-printed material. I want to avoid cardboard inserts if at all possible, because they tend to warp and tear apart over time. INTEREST CHECK FOR A SPECIAL CONTROLLER Over a month ago, a certain individual we all know as Yurkie posted an innocent suggestion in doubledown's custom controller thread: It didn't take more than that to make me say "Alert! Alert! Potential project identified!". So I casually talked it over with doubledown, to see if he would be interested in manufacturing a large batch of such Asteroids controllers, and I also had a quick chat with Mystery Man about the possibility of coding a proper ColecoVision version of Asteroids, which could be included as a pack-in game. I'm glad to report that both these gentlemen are very interested in this project, but there's a rather large catch... doubledown went seriously out of his way to estimate the actual cost of this proposed Asteroids controller, and he came up with a final price tag of 150$US. And that's just for the controller, the pack-in game would add at least 25$ to that price, if not more. On the plus side, we're talking about a quality doubledown controller made from quality components. Also, the controller would be designed to work with the Atari 2600 and 7800 versions of Asteroids, and would be compatible with several other games as well. This implies that the ColecoVision Asteroids pack-in cartridge would be optional, just in case some customers (who do not own a ColecoVision) want to use it exclusively on their Atari 2600/7800. Because of this hefty price tag, I believe a proper survey should be done, so about 20 hours after the posting of this Team Pixelboy News Bulletin, I will start a poll on the AtariAge forums that will help us evaluate the actual interest in such a controller. In the first post of this poll, I will present all the information required to make an informed decision, and if you have any interest in this proposed controller, please read that first post before you answer the questions of the poll. Here's a quick overview of the Asteroids controller: First of all, we envision two variants of this controller, which we like to call the Asteroids Upright Edition - VVG Enhanced Controller and the Asteroids Cabaret Edition – VVG Enhanced Controller. The first features the full-color artwork from the upright arcade cabinet of Asteroids, while the other is in black and white, and features the artwork of the "cabaret-style" cabinet of Asteroids, with some woodgrain decoration applied on the sides of the controller for added nostalgia. Secondly, for the controls, as this is an Asteroids Edition controller, all it needs is buttons. They will be leaf-switch push-buttons (we’re currently looking at GGG CLASSX push-buttons with their True-Leaf Pro switch upgrade) and will be of matching size, style, color, and layout of the original arcade cabinets, and wired like this: - ROTATE LEFT = Joystick Left - ROTATE RIGHT = Joystick Right - HYPERSPACE = Joystick Down - THRUST = Joystick Up - FIRE = Left trigger button - (Unmarked sixth button) = Right trigger button The placement of the unmarked sixth button (mapped to the right trigger button of the ColecoVision controller) made us consider two sub-variants, one where the sixth button is located in the center of the controller, below the Hyperspace button, and the other sub-variant has the sixth button placed next to the fire button, in order to have the two fire buttons next to each other. Images are better than words, so here are some preliminary pictures to illustrate: As you can see, the buttons are placed high on the controller's surface, in order to provide sufficient resting space for the player's palms and wrists. We feel this is an important ergonomic comfort factor, especially for long play sessions. The controller's enclosure will be a Hammond Mfg. 14.00” x 8.25” black aluminum, sloped-top housing. While we feel the enclosure looks (and for the most part feels) very nice, we believe it falls short in two aspects, namely its assembly and its weight. The enclosure itself is constructed as two “c-shaped” powder-coated aluminum forms, assembled with four #6 sheet-metal screws on the bottom side; two along the front edge, and two along the rear. The concern we have with this is that nothing supports the upright sides from flexing outward (creating an unsightly gap) and nothing supports the large, flat, top surface from bowing downward. To remedy both of these issues, and to give the controller a more solid feel overall, we want to install two steel angle braces which will connect the sides of the enclosure to the underside of the top surface. Additionally the steel braces (one mounted on each side, and running front to back) nicely bump up the "bare" enclosure weight from 2.36 lbs (1.07 kg) to 3.15 lbs (1.43 kg). Lastly we will ditch the manufacturer’s assembly screws, and new #8-32 machine screws will be used for the housing assembly. All of these modifications strengthen, and beef up the enclosure to our quality standards, but do require additional hardware, and add approximately 1 to 1.5 extra hours to the overall build/assembly time of each controller. A few aspects of this proposed Asteroids controller are currently undetermined, including the cable length and a few other minor details, but we intend to include some sort of cable management on the rear of the enclosure, such as a cable wrapping cleat or something similar. One thing is absolutely certain, however: There will be NO keypad on this controller, so don't bother asking about that. For the pack-in cartridge, if we actually decide to go ahead with that, we are considering two possibilities: A 32K cartridge with just Asteroids on it, or a 128K multicart with Asteroids together with hacked versions of Carnival, Omega Race, Space Fury, Star Trek, Victory, and perhaps one other game. All these extra hacks would have small alterations to make them fully compatible with the Asteroids controller, and also to remove any need for a keypad. Note that the added sixth controller button would be useful for Star Trek and Victory. It should be noted that while we are considering several options, we are ultimately looking to produce one "model" of the controller. By that, we mostly mean that the sixth button will always be in the same spot on all the manufactured controllers. If there's a clear public consensus regarding the upright versus cabaret schemes (i.e. full color versus black-and-white) we will only produce controllers following the preferred scheme, unless some people are ready to pay extra to get exactly what they want in terms of artwork. One final note: Nobody can prevent you from posting comments about the Asteroids controller in this forum thread, but it would probably be preferable to keep comments and questions for the poll thread. Some additional details (about deposits made in advance at pre-order time, for example) will be posted in the poll thread. This information posted above is only to wet your appetite. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  5. Team Pixelboy and resident custom controller expert doubledown are seriously considering teaming up to offer retrogaming fans a high-quality Asteroids controller, which would reproduce the look and feel of the original arcade cabinet of Asteroids. We are also considering involving long-time collaborator Mystery Man to create an arcade-accurate version of Asteroids for the ColecoVision, and include this game as a pack-in cartridge with the controller. This proposed Asteroids controller would also be compatible with the Atari 2600 and Atari 7800 versions of Asteroids (and would be compatible with several other games as well) so the ColecoVision pack-in cartridge would be completely optional at purchase time. The proposed controller has an estimated price tag of 150$US (this does not include the cost of the pack-in game) and because of the required investments in part purchases from various vendors, we feel we should gauge public interest before we commit to this project. It should be noted that we need at least 50 solid pre-orders to make it worth the trouble for us, so we invite you to submit your input in this poll. The results of this poll will influence certain technical details, but in the end, if we decide to go full steam ahead with this special project, we will reserve ourselves the right to set the final specifications of the controller as we see fit. BASIC SPECIFICATIONS We envision two variants of this controller, which we like to call the Asteroids Upright Edition - VVG Enhanced Controller and the Asteroids Cabaret Edition – VVG Enhanced Controller. The first features the full-color artwork from the upright arcade cabinet of Asteroids, while the other is in black and white, and features the artwork of the "cabaret-style" cabinet of Asteroids, with some woodgrain decoration applied on the sides of the controller for added nostalgia. As the proposed Asteroids controller is designed to replicate the look and feel of the arcade cabinet, it would feature 5 buttons, plus a sixth button for extra ColecoVision compatibility. All buttons will be leaf-switch push-buttons (we’re currently looking at GGG CLASSX push-buttons with their True-Leaf Pro switch upgrade) and will be of matching size, style, color, and layout of the original arcade cabinets. The buttons will be wired as follows: - ROTATE LEFT = Joystick Left - ROTATE RIGHT = Joystick Right - HYPERSPACE = Joystick Down - THRUST = Joystick Up - FIRE = Left trigger button - (Unmarked sixth button) = Right trigger button The placement of the unmarked sixth button (mapped to the right trigger button of the ColecoVision controller) made us consider two sub-variants, one where the sixth button is located in the center of the controller, below the Hyperspace button, and the other sub-variant has the sixth button placed next to the fire button, in order to have the two fire buttons next to each other. On the "upright" full-color model, the sixth button will be either red or blue, depending on its position on the controller. The selected button color will help the sixth button blend with the color of the artwork. On the "cabaret" black-and-white model, the sixth button will be black, regardless of its position. All other buttons will be white, on both the "upright" and "cabaret" models. Here are some pictures to illustrate: Asteroids (Upright) - VVG Enhanced Controller - 6th Button Centered Asteroids (Cabaret) - VVG Enhanced Controller - 6th Button Centered Asteroids (Upright) - VVG Enhanced Controller - 6th Button Right Asteroids (Cabaret) - VVG Enhanced Controller - 6th Button Right As you can see, the buttons are placed high on the controller's surface, in order to provide sufficient resting space for the player's palms and wrists. We feel this is an important ergonomic comfort factor, especially for long play sessions. The controller's enclosure will be a Hammond Mfg. 14.00" x 8.25" black aluminum, sloped-top housing. While we feel the enclosure looks (and for the most part feels) very nice, we believe it falls short in two aspects, namely its assembly and its weight. The enclosure itself is constructed as two "c-shaped" powder-coated aluminum forms, assembled with four #6 sheet-metal screws on the bottom side; two along the front edge, and two along the rear. The concern we have with this is that nothing supports the upright sides from flexing outward (creating an unsightly gap) and nothing supports the large, flat, top surface from bowing downward. To remedy both of these issues, and to give the controller a more solid feel overall, we want to install two steel angle braces which will connect the sides of the enclosure to the underside of the top surface. Additionally the steel braces (one mounted on each side, and running front to back) nicely bump up the "bare" enclosure weight from 2.36 lbs (1.07 kg) to 3.15 lbs (1.43 kg). Lastly, we will ditch the manufacturer's assembly screws, and new #8-32 machine screws will be used for the housing assembly. All of these modifications strengthen, and beef up the enclosure to our quality standards, but do require additional hardware, and add approximately 1 to 1.5 extra hours to the overall build/assembly time of each controller. The surface artwork would be photo-quality inkjet printed (with photo inks) on premium photo paper (Epson or HP depending on availability), then dual-side, heat-laminated, with 5 mil glossy laminating media with UV protection. So unless someone were to "scratch" or "stab" the controller's surface with a sharp tool/knife/keys purposely and/or maliciously, it should last indefinitely. A few aspects of this proposed Asteroids controller are currently undetermined, including the cable length and a few other minor details, but we intend to include some sort of cable management on the rear of the enclosure, such as a cable wrapping cleat or something similar. Four adhesive backed round rubber feet will also be placed under the controller for improved stability. Important note: There will be NO keypad on this controller, so don't bother asking about that. PACK-IN GAME CARTRIDGE For the ColecoVision pack-in cartridge, if we actually decide to go ahead with that, we are considering two possibilities: A 32K cartridge with just Asteroids on it, or a 128K multicart with Asteroids together with hacked versions of Carnival, Omega Race, Space Fury, Star Trek, Victory, and perhaps one other game. All these extra hacks would have small alterations to make them fully compatible with the Asteroids controller, and also to remove any need for a keypad. Note that the added sixth controller button would be useful for Star Trek and Victory. Also note that the multicart option will likely be more expensive than a cartridge with just Asteroids on it. PRE-ORDERING AND PAYMENTS If the results of this poll demonstrate that there is sufficient interest in the proposed Asteroids controller, the project should follow this general time line over the course of 2020: 1) We will record initial pre-orders from all interested customers without requesting any advanced deposit. 2) We will get the Asteroids game (or multi-cart) coded by Mystery Man and properly beta-tested. This will likely take several months. 3) Once the pack-in cartridge is ready, we will contact all customers again and ask for a Paypal deposit, which will be sent directly to doubledown. 4) With the money collected, doubledown will order parts and get started on the Asteroids controllers. 5) Once all controllers and pack-in carts are ready to ship, we will notify customers and ask for remaining payments (including shipping fees). If you have any questions about this proposed time line, feel free to post such questions in this poll thread, and we'll try to answer them to the best of our ability. CLOSING NOTE While we are considering several options, we are ultimately looking to produce one singular model of the controller. By that, we mostly mean that the sixth button will always be in the same spot on all the manufactured controllers. If there is a clear public consensus regarding the upright versus cabaret schemes (i.e. full color versus black-and-white) we will only produce controllers following the preferred scheme, unless some people are ready to pay extra to get exactly what they want in terms of artwork. We will let this poll run for a couple of weeks before making any kind of final decision regarding this project. Thanks in advance for your input.
  6. Hello ColecoVisioneers! This news bulletin is way overdue, but stuff needed to fall into place before I could make all the announcements below. Let's jump into it, shall we? SG-1000 PORTS WILL BE PUBLISHED BY YOURS TRULY Some of you may recall an announcement I made two years ago about eight SG-1000 games ported to ColecoVision by Mystery Man, which were to be co-published with AtariAge. Since the project wasn't progressing as I had hoped, I have decided to publish all eight games myself next year. I haven't updated the Team Pixelboy web site yet, I will do so once the box templates for these upcoming eight games are done and ready. TRADING ONE SPACE GAME FOR ANOTHER It's funny how you expect to have "plenty" of time to do something, how you plan ahead and reserve weeks of free time for a specific task, but when that actual period comes, you end up doing something else entirely because priorities get shifted around at the last minute. This is pretty much what's been happening with Space Shuttle - A Journey Into Space. I had reserved most of this past summer for beta-testing the game and finishing the manuals. Can you take a wild guess as to how much time I spent on that? Try zero seconds. And now I'm in the same situation as last year: I've got a bunch of games to prepare and Christmas 2019 is coming up fast. So yeah, you know where this is going: Space Shuttle has been pushed back to 2020. But wait!!! I'm replacing Space Shuttle with another game for the Christmas 2019 release lineup: A little-known, rather obscure arcade game named... R-Type. An MSX port courtesy of Mystery Man, this game will use a 512K cartridge. The port is already completed and is currently being beta-tested, so I expect the game will be ready in time for Christmas. You can find out more about R-Type on teampixelboy.com. Now that this announcement has been made, I will be contacting all my loyal customers by e-mail starting tomorrow, and give them the chance to pre-order R-Type. I need to know how many copies I need to manufacture. NOT TAKING ORDERS FOR OTHER GAMES Aside from R-Type, I will not be accepting any pre-orders for any other Team Pixelboy games between now and Christmas. I will be concentrating on manufacturing copies for all pre-orders already recorded so far, and that's going to be hard enough without always adding stuff to my to-do list. I will probably start taking pre-orders again after the Christmas rush is behind me, so if you're thinking of pre-ordering any games (aside from R-Type) then please keep mulling it over until January or February 2020. On the plus side, the problems I was having with cartridges of The Cure have now been fixed, and I'll finally be able to assemble the cartridges for that game. I expect the beta-testing of Prisoner of War, Jewel Panic and R-Type will be completed by the end of October, so Christmas will be good this year: The Cure, Arcomage, 1942, Bomber King, Ghost, Prisoner of War, Jewel Panic and R-Type. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  7. Hello ColecoVision fans. First and foremost, I'd like to wish you all a very Happy New Year, to you and your families and friends. As you saw one week ago, I made some interesting updates to teampixelboy.com, in particular a few new titles (namely 1942, Bomber King, Ghost and Prisoner of War). All the games now listed in the "ongoing projects" section of my web site constitute my final projects as ColecoVision publisher. And I mean it this time: In the past few months, I turned down several potential projects from programmers who I consider good friends. All good things must come to an end and I want to wrap up all these remaining projects in 2019 so that I may finally retire. For the short term, my plan is to release Uridium, QBIQS, The Cure, Multiverse, Booming Boy and Arcomage next spring. After that, things get a little murky. I want to finish beta-testing Space Shuttle, and I really don't know how long that's going to take. The longer it takes, the higher the odds that a couple of the final titles will get pushed back to early 2020. But anyhow, the plan (for now) is to get everything done and released by next Christmas. You may also remember the eight SG-1000 ports that were announced back in 2017. I've done my part with those projects, and the ball is now squarely in Albert's court to get the boxes, manuals and cartridges manufactured, so that these games may be released via the AtariAge Store. Here's hoping there will be more progress with these games this year. It's out of my hands at this point. As for the ColecoVision trading cards project, I'm going to work on that as free time permits (probably during my lunch breaks at the office) and perhaps I'll be able to release at least one series of trading cards before the year's over. No promises though, other projects on my to-do list have higher priority. And that's about it. No long-winded explanations like I usually do for the first news bulletin of the year, I just want to wrap things up and walk away saying "mission accomplished". This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. Happy News Year!
  8. Salutations, ColecoVision fans. I wasn't planning to post a Team Pixelboy News Bulletin this week, but given a recent change in my plans, I think now is a good time to do it. So let's get started... SPACE SHUTTLE NOT READY FOR LAUNCH I'm going to have to come clean about the current status of Space Shuttle - A Journey Into Space. The MSX port was completed by Mystery Man quite a long time ago, and I've been putting off beta-testing it for just about as long. I always had more pressing matters to attend to, or when I had some time reserved for it, I wasn't in the mood to play-test the game and wound up procrastinating instead. This past week-end I finally sat down and began working on the sub-manuals seriously (the main manual with general setup info is already finished). I got the first sub-manual done (for the launch phase) and that went okay, but now I'm realizing that preparing the other three sub-manuals is going to be a problem. The thing about Space Shuttle is, you can't cheat your way through the game with things like infinite lives, or infinite energy, or infinite whatever. Skill level 2 already offers infinite fuel and overlooks a lot of piloting errors, and it's still quite a tough game to master. After a few hours of trying, I'm starting to get the hang of getting the Space Shuttle from the launch pad up to the correct orbital altitude (more or less) but once I'm in orbit, I find orbital maneuvers puzzling, and the game doesn't exactly follow what is described in the manual of the MSX version. Or more to the point, I'm getting the distinct impression that the MSX manual is leaving out a few details, but I'm not 100% sure about that just yet. The manual of the Atari 2600 version doesn't help me a lot. Sometimes, I'm even left wondering if there could be some bugs in the ColecoVision port that are messing up the gameplay, but the way the game plays out, it's very hard to tell. I think it's more likely that I'm just having more trouble mastering this game than I was expecting. And I haven't even started beta-testing the game on real hardware yet! I've been playing the game under emulation and using savestates to help me write the manuals, and the plan is to finish all the manuals first, and beta-test on real hardware later, with the finished manuals as proper reference material. But now, with less than two months before the official Christmas release date, I'm forced to admit that this game is going to require a LOT more play-testing than I had anticipated, just to finish all the sub-manuals. And then I have to beta-test Space Shuttle on real hardware with skill level 2 and (gulp!) skill level 3... Maybe all my procrastinating towards Space Shuttle was based on an instinctive premonition that I was in for trouble ahead. So after considering my options, I've decided to put Space Shuttle on hold (again) and devote my time to other Team Pixelboy projects. Those who are waiting for Space Shuttle will no doubt be disappointed, and I kinda feel bad for Mystery Man who really put a lot of effort into porting the MSX game, but it's actually good news when you look at the bigger picture: I'll probably be able to release Gauntlet earlier than Christmas Day, since the game is ready to be put on carts and Gauntlet's manual is ready to print. I just need to order the electronics, get the manuals printed, glue the boxes and assemble the carts. Beyond that, my agenda for this fall will be partially cleared to make some progress on the next batch of Team Pixelboy releases, namely Uridium, QBIQS, Booming Boy, Multiverse, The Cure and Arcomage. In the end, putting Space Shuttle on hold will increase the odds of those six new games being ready to ship next April. So this seems like the best path to follow, at least for me. I don't want to put all my future games on hold over just one game that happens to require a lot of attention. HOW ABOUT A FUN TRIP TO SKULL ISLAND? Recently, while browsing randomly on the net, I came across an old Milton Bradley board game called Dark Tower. It comes with a nice-looking electronic centerpiece device that manages the events of the game as well as the general inventories of the players. I've never played this board game but it looks pretty cool. I tried to imagine how a ColecoVision version of Dark Tower could be done, where a ColecoVision cartridge would reproduce the features and behavior of the original electronic device. It doesn't look super complicated to do, and I already have some connections that could help me produce the cardboard and plastic parts of the board game. Here's an overview video, just in case you've never heard of this board game before: https://www.youtube.com/watch?v=DKOOkqDzVxM But the more I think about it, the more it seems likely that the current owners of the Dark Tower game (which today is likely Hasbro Games, according to the superficial research I did) could have a problem with a ColecoVision reproduction of Dark Tower, so I'm thinking that a clone of that game would actually be preferable. So my idea would be a game called "The Curse of Skull Island", where the board would be an ocean instead of land, the player pieces would be boats instead of warriors, etc. and the back story of the game would obviously be very different, but the core gameplay mechanics would remain mostly intact, with maybe a few minor design improvements made possible with a cartridge-based application running the game. What do you think? Would you buy this board game? For now it's just an idea I'm contemplating, I have no idea how much the finished board game would cost. If there's enough interest, I could invest more time into it and see if it's doable at an affordable price. This concludes this Team Pixelboy News Bulletin. We now return you to your regular Phoenix bickering forum activities.
  9. Salutations, ColecoVision fans. Welcome to another (much delayed) Team Pixelboy News Bulletin. I'd say it's about time to go over all my projects and give everyone an update on everything. TAKING A BREAK As you are all well aware, it took a lot longer than I anticipated to ship all the budget boxes and honor all pre-orders. And it's not over yet: I just finished sending notifications to the last group of customers about their ready-to-ship games, and I'll be processing orders for the remainder of the week (and probably slightly beyond). I've been gluing boxes, assembling carts and processing orders since January, and I think I deserve a nice break for the summer. So after all pending pre-orders will have been honored, I will take a break until late August. I will continue to answer e-mails, of course, and I will record pre-orders as they come, but I won't actively work to make new copies of games for the next couple of months. I will work on a personal project (which is not ColecoVision-related) during my summer break, and after that project is completed, I will get back on the Team Pixelboy saddle. It's now clear to me that I won't be able to release the usual lot of new titles in time for Christmas 2018, so what I'll do instead is release just two games before the end of the year, namely Space Shuttle and Gauntlet. Why those two games? Because the boxes and cart labels have already been printed. I just need to finish beta-testing Space Shuttle, and complete the manuals for both games, and then all that will be left to do will be gluing boxes and assembling cartridges. I'm sure I can get that done by December. THE OTHER GAMES ON THE HORIZON For the next release lineup (Uridium, The Cure, QBIQS, Booming Boy, Multiverse and Arcomage) my goal for the remainder of 2018 will be to prepare the box templates, so that I can have all the boxes printed early next year. All of those games have already passed the beta-testing phase except for Multiverse and Arcomage, and I'll work to beta-test those games ASAP. I wish I could do more this year, but to the best of my estimates, that's the best I'll be able to do between now and Christmas. If nothing prevents me from preparing the manuals for those games during winter 2019, they should be ready to ship in April/May of next year. That's the plan anyway. The remaining games on my to-do list (namely Jewel Panic, Utopia and 1942) will be released near the end of 2019. MORE GAMES FROM ATARIAGE Many people are already aware of the old Team Pixelboy titles which are now offered on the AtariAge Store. Some are currently sold out, but more copies will be manufactured in the coming weeks. Boxxle and The Black Onyx will eventually be added to the AtariAge Store, but I don't know when exactly. Me and Albert will be working on that. Another project we'll be working on is the group of eight SG-1000 games ported to ColecoVision by Mystery Man last year, namely GP World, Mikie, N-Sub, Sega Flipper, Sindbad Mystery, Star Jacker, Zaxxon II and Zoom 909. All of them have passed the beta-testing phase, and now we need to move forward on the box and manual templates. I will work on the box templates this fall (that job shouldn't take me very long to complete) while Albert will handle the manuals and the cartridge assemblies. We're not currently working with any deadline in mind, we're just going to push this project along as free time permits. Those games will probably be released next year. A HANDFUL OF BUDGET GAMES AVAILABLE When I got the boxes printed for the budget series, some of those boxes had misprints or were damaged during shipping. The printer company sent me replacements for the damaged goods, and they also sent me a few additional boxes "just in case". I've decided to create some brand new complete-in-box copies of some of the budget games with those extra boxes, and they're ready to ship right now! First come, first served! Here's what's available: - Caverns of Titan x 3 - Cold Blood x 2 - Shouganai x 4 - Frostbite x 1 - Danger Tower x 2 - J.E.T.P.A.C. x 2 - Sudoku x 6 CONCLUSION - CALLING ALL PAL COLECOVISION FANS! A customer very recently contacted me and provided evidence that he's experiencing problems with Children of the Night on his PAL ColecoVision console. To be precise, he's seeing corrupted graphics whenever he accesses the status screen. Could someone else who owns a PAL ColecoVision console and a copy of Children of the Night please check this for us? Just start a new game and access the status screen with the (*) key. This concludes this edition of the Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  10. Hello ColecoVision fans. Lately, I've been receiving e-mails from people who have expressed concern about the state of their pre-orders of Team Pixelboy games, and although I wanted to wait a little bit longer before posting this news bulletin, I think I should just set the record straight right now, and then afterwards direct anyone with questions to this forum thread instead of typing out long-winded e-mail replies over and over again. A few weeks ago (a couple of days before January 1st) I updated teampixelboy.com by moving the latest releases (Ghostbusters, Secret of the Moai, Wizard of Wor, etc.) from the "ongoing projects" to the "completed projects" section of the web site. I did this because I shipped a few copies of these games to a few selected people during the Christmas break, and in my book, once I ship a complete-in-box copy of a game to someone, then that means this game is officially released. Usually, the moving of games to the "completed projects" section of the web site coincides with me starting to honor all pre-orders and shipping games to customers. However, the current situation is different, and far more complicated, than previous years: Many customers are not only waiting for the latest Team Pixelboy releases, but also for boxes of budget games (for which they received only the cartridges and manuals so far). So my plan was (and still is) to wait until I've received the last lot of budget game boxes from the printer company before I start shipping everything. The goal is the ship the budget boxes together with the new games, in one single package, for each customer. The good news at this point is that the final lot of budget games boxes is currently on its way to me as I write this, and I'm actually expecting to receive them within the next 3 or 4 days (and this is the main reason why I wanted to delay this news bulletin). But that doesn't mean that the wait is almost over. Far from it, for the greater majority of my customers. Right now, I have roughly 40 copies of each new Team Pixelboy game ready to ship. These copies are reserved for customers who paid for these games way back in 2015, and all of them are also waiting for budget game boxes. So when I receive the last budget boxes from the printer, my first order of business will be to ship the games and budget boxes to those customers who have been waiting for a very long time. That alone is going to keep me busy for a while. Once that first group of pending pre-orders will have been processed, I will be faced with the challenge of gluing over 530 more boxes and assembling over 530 more cartridges, in order to honor all the remaining pre-orders. And of course, many of those remaining customers are also waiting for budget boxes, so I think you can perfectly understand when I say that I'll be busy gluing boxes, assembling cartridges, processing orders, buying shipping boxes and preparing/shipping packages over the next couple of months. I'm just one guy doing this, I have an 8-to-5 job, I go to the gym three times a week, and I have all kinds of real-life stuff to take care of, so I manage my available free time accordingly, as best I can. So to you who is asking "when am I going to receive the game(s) I pre-ordered", my answer for now is simply "I don't know". I haven't decided yet who I'm going to prioritize after the first group of pending pre-orders. But the bottom line is that I won't stop until every pre-ordered game on my waiting lists has been shipped. I can only hope that's enough for you, because for me this is just the calm before the storm. Some people are going to receive their games only in late March, perhaps even early-to-mid April. This is really the best I can do. Thanks for reading. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  11. Greetings, fans of the ColecoVision persuasion. Allow me to start with the traditional offering of good wishes for the New Year. I hope 2018 will bring you many successes and reasons to celebrate, and I'd like to offer a special salute to nanochess: I hope this will be a good year for you, my friend. I actually don't have a lot of things to say that I haven't said before in previous news bulletins recently posted in 2017, so I'm just going to go over the main topics and provide updates where I can. SPENDING WINTER AT THE POST OFFICE QUICK NOTE: The Ghostbusters cartridge which I sent to my beta-tester for final testing has been confirmed to work on real hardware (ColecoVision and ADAM) and the game is now clear for cartridge production. I'm sure many here will be glad to learn this. I drew up an approximate time table for honoring all pending pre-orders, and assuming that I will receive the boxes of Pacar from the printer company before the end of January (fingers crossed on that one!) I expect that I will be spending most of January and February assembling cartridges, processing orders and shipping packages. Not exactly my idea of fun, especially with winter being extra cold this year, but at least a lot of stuff will finally be leaving my house, and that alone will put a nice smile on my face. After this is done, I will spend a couple of week-ends (probably in March) preparing the box templates for the new AtariAge ColecoVision releases, namely GP World, Mikie, N-Sub, Sega Flipper, Sindbad Mystery, Star Jacker, Zaxxon II and Zoom 909. Once the box templates are done, and once the beta-testing phase for all eight games is complete, the ball will be in Albert's court to get those games properly manufactured and added to the AtariAge Store. I can't speak for Albert on when the games will be released, but I should mention that I will not be recording any pre-orders for these games myself. The sales and after-sale service for these games will be solely handled by AtariAge, as the main publisher. THE NEXT TEAM PIXELBOY RELEASE LINEUP Before anything else, it's with great pleasure that I bring you this glowing little piece of fantastic news: Gauntlet has been successfully ported to the ColecoVision! Mystery Man finished the MSX port yesterday, and from the short time I've played with it, I can say that it plays like a dream! With this said, I decided to reshuffle the remaining lot of upcoming Team Pixelboy releases based on their current levels of completion. The next group of releases will therefore be: - Space Shuttle - Uridium - QBIQS - The Cure - Booming Boy - Multiverse - Gauntlet Those seven games are relatively close to being ready for release, software-wise, so I just need to get moving with box templates, manuals, etc. AND THEN, THERE'S THE REST I will do my best to release the seven games listed above as quickly as humanly possible (I'm hoping for a September 2018 release) but afterwards, I'm going to relax and take my time with the other remaining projects: Utopia is on ice for the time being, and will require a lot of work to get the one-player mode working properly. Me and Mystery Man will be working closely together to get it done, and I have no doubt that such a complex undertaking will represent many hours of invested effort. I am now convinced that Jewel Panic is in need of a complete rewrite, in order to eliminate graphic glitches and get the sotfware optimized and running as smoothly as possible. That job alone will require weeks, if not months. Arcomage is already working and just needs a good period of beta-testing on real hardware. Preparing the manual of this game could be a bit more involved than usual, but nothing really major. Aside from those three remaining games, there's another new ColecoVision game that will be worked on during the course of 2018, and it's being programmed by Antoni Burguera. The only thing I know about this new unnamed project is that it will be a text adventure, which is a type of game I haven't released yet under my Team Pixelboy banner. I don't know if it will be text only, or if the text content will be "decorated" with some static graphics, but either way, base on Antoni's track record, I'm sure it will be cool stuff indeed. Will 1942 be released eventually? What about Bomber King and DragonSlayer IV? Now that Gauntlet has been ported, I will want to discuss those ports with Mystery Man, but for now, I will not commit to a release date for any of the remaining titles. I want to take my time, even if it means releasing those last few games in 2019. TRADING CARD PROJECT I wanted to re-open the section devoted to the trading card project on teampixelboy.com, but given my to-do list for 2018, it's pretty clear to me that I won't have time to work on that project this year. 'Nuff said. CONCLUSION I'm not usually into New Year resolutions, but in light of recent events, I've come to understand that I need to wean myself away from these forums, and I'm planning to do just that over the coming months. Let's just say it's part of my retirement process. Because yes, retirement as a ColecoVision publisher is still my ultimate goal. I'm far away from that goal at the moment, but I'll get there. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. Happy New Year!
  12. Welcome, ColecoVision fans, to a quick-and-dirty update regarding my Team Pixelboy activities. ONE DOWN, EIGHT OTHERS TO GO With only one month left before Christmas, it is now painfully obvious to me that I won't have time to fully beta-test Space Shuttle - a Journey Into Space, or even finish the manuals of the game on time. So I've decided to push back the release of this game to next year. I know it sucks for those who pre-ordered the game (and even pre-paid for it) but I have to make hard choices in order to make the most of what little time remains between now and the end of the year. Aside from this sad bit of news, my plans remain unchanged: I will prepare roughly 35 to 40 copies of each game (Ghostbusters, Secret of The Moai, C-So!, King & Balloon, Children of the Night, Wizard of Wor, Zombie Incident and Flicky) and I will ship them to people who pre-paid for those games back in 2015. After the Holidays, I will continue to glue boxes and assemble carts, and honor all pre-orders as quickly as I can. And once all those games will have been shipped, I will turn my attention to Space Shuttle. BUDGET BOX ANTICIPATION As I mentioned in another forum thread earlier today, the boxes for Kaboom! and Remember The Flag were shipped by the printer a couple of days ago, and I expect to receive them during the second week of December. I really can't say whether the boxes of Pacar will arrive on my doorstep before Christmas, so I definately don't want to make any promises at this point. But at least we're getting there. I really can't wait to get all those empty budget boxes out of my house! On the plus side, if I receive the boxes of Pacar in January, perhaps I could ship the budget boxes and the new 2017 Team Pixelboy titles in the same (large) shipping box. I'll cross that bridge when I get to it. ATARIAGE STORE GALORE! I'm happy to announce that several old Team Pixelboy titles will be made available for purchase, all complete-in-box, on the AtariAge Store, just in time for Christmas! The titles in question are: - Girl's Garden - Peek-a-boo - Pitfall II Arcade - Track & Field - Destructor - Standard Controller Edition - Golgo 13 - Bank Panic - Konami's Ping-Pong - Wonder Boy - Mopiranger - Battle of Hoth - Module Man - Joust The story in a nutshell: I found some old unused boxes of those old Team Pixelboy games, and I was considering just throwing them away, but after a quick chat with Albert, we decided to use those boxes to produce a few more copies to be sold exclusively at the AtariAge Store. I've given full liberty to Albert to set the prices of these games himself, so the prices will be known when the games appear on the AtariAge Store within a couple of weeks. Quantities will be rather limited before Christmas, but I can supply Albert with more boxes and styrofoam inserts afterwards, and Albert will manufacture the cartridges and manuals himself (which implies AtariAge will handle all warranty issues on those carts). One interesting detail I should mention is that all the games that were originally offered in Activision-style cartridges (namely Pitfall II Arcade, Track & Field, Golgo 13, Bank Panic, Wonder Boy, Mopiranger and Module Man) will be offered by the AtariAge Store in regular Coleco-style carts made of black polycarbonate plastic (which is a little shinier than regular ABS plastic). The cart labels were redone to reflect this change. I'm mentioning this detail mostly for the benefit of collectors who like to collect all variants of homebrew ColecoVision games. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  13. Hello ColecoVision fans! Welcome to the Easter 2017 edition of the Team Pixelboy News Bulletin. I have lots of news to report today. CURRENT SITUATION WITH THE BUDGET GAMES Sometimes, things just don't work out the way you planned, and when you try to find someone to blame, you simply end up looking at yourself in the mirror. Case in point: I decided way back in December 2016 that I would ship the budget game cartridges and manuals to everyone who pre-ordered them, regardless if I had the boxes or not. But after I finished assembling the Frostbite cartridges last month, I suddently realized that I needed to purchase a large lot of bubble bags in order to have the carts (those with no box) protected during shipping. So I ordered 1000 bubble bags from Uline. Uline returned my check over a week later, because I had made a mistake in the information I wrote on the catalog order form. I clarified my order, then I mailed the corrected form and a new check back to Uline. Late last week, my letter and check were returned to me (again) because I forgot to include my phone number. Really, Uline? Well, screw you, I'll get my bubble bags somewhere else. I looked on eBay, and I found a seller who had the kind of bubble bags I was looking for, but he didn't ship outside the USA. I enlisted the help of AtariAge member adamcon to order the bags on my behalf, but then we discovered that the seller had 430 bags left in stock, even though he advertized having over 1000 bags to offer. (*Sigh*) So we looked for another seller, we found one, and bought the stupid bags. adamcon received them last Friday, and they are now on their way to me. I mean wow! Of all the stupid reasons to delay shipping video games! But then again, I have only myself to blame, I should have ordered those bubble bags way back in February. Bah... With all this said, the current situation is that all the cartridges and manuals are ready to go, except for Yars' Revenge which is still in development (I received some sample screenshots from the programmer recently, and I will post them on teampixelboy.com shortly). So far, I received from the printer the boxes for Caverns of Titan, Cold Blood, Danger Tower, Kralizec Tetris, Shmup! and Sudoku. Those 6 games will be shipped complete-in-box, and the other budget games will be shipped as cart-and-manual only. I will ship the rest of the boxes at my own expense later this year, and I will also ship Yars' Revenge together with those empty boxes. So people will at least be able to play the games while they wait for the missing boxes. I bought a large supply of shipping boxes recently, and I'm anxious to have all those budget games shipped. I'm just waiting for those stupid bubble bags. By the way, thanks for your help with this, adamcon. RELEASE SCHEDULE FOR 2017 and 2018 After the budget games will have finally been shipped, I will turn my attention to the next group of "regular" Team Pixelboy releases, namely: - Ghostbusters - Space Shuttle - A Journey Into Space - Secret of the Moai - C-So! - King & Balloon - Children of the Night - Wizard of Wor - Zombie Incident - Flicky I'd like to have the above games released in September or October 2017, but the way things are going right now, I won't be the least bit surprised if I end up releasing them in November, or perhaps even December. More games will be released in 2018, namely: - Utopia - Uridium - QBIQS - Arcomage (limited to 80 copies) - Jewel Panic - Gauntlet - The Cure - Booming Boy - Multiverse I'm also considering releasing one or two of these three games in 2018 (perhaps even all three if possible) but it's not a sure thing yet. They are all MSX ports: - 1942 - Bomber King - Dragon Slayer IV LET'S HAVE A CLOSER LOOK I'm sure you noticed a lot of new games in the lists above. Allow me to present these new games in more detail, as I provide below a status update for each game. I also added the newest games to teampixelboy.com, although there's not much to show right now in terms of info or screenshots. Ghostbusters : The game has passed the beta-testing phase, and I still need to prepare the manual, which promises to be quite a job, since it's a rather complex game. I'm just hoping to fit everything in 16 pages. Space Shuttle - A Journey Into Space : The MSX version was ported to ColecoVision an eternity ago, but beta-testing has yet to begin. This will be one of my earliest priorities once the budget games have been shipped. I expect preparing the manual will also take up a large chunk of my free time. The box template is ready to be sent to the printer, at least... Secret of the Moai : Beta-testing is almost done on this one, and the box art is ready. C-So! : Beta-testing was completed quite a while ago on this game, and the box art is also ready, so if I can find some time to vectorize the title logo, I can get the box template prepared, and then all I'll have to do is the manual. Pretty standard stuff, I'm not worried about this one. King & Balloon : The current situation with this game is exactly the same as C-So! above. Children of the Night : Same as C-So! and King & Balloon, although the game's manual may turn out to be quite a lot of work because Children of the Night is a pretty large game. The beta-testers had quite a bit of fun playing this brand new, fully original title, so I can hardly wait for it to ship so the rest of you guys can enjoy it as well. Wizard of Wor : Beta-testing was completed recently, and the game works really well. The box art is ready too, so once the box template is done, I'll have to put some time on the manual. Zombie Incident : Same story as Wizard of Wor above. Flicky : This one is brand new to the Team Pixelboy release lineup. It was ported from the SG-1000 by Mystery Man. Beta-testing was completed recently, and I bought the original SG-1000 game CIB so that I can scan the box and vectorize the box art with Adobe Illustrator. This vectorizing job is not done yet, however, and neither is the manual. Not a ton of work to do on this one, but still much more work than the other titles listed above. Utopia : According to the beta-tester assigned to this game, the standard two-player mode works okay, but while Mystery Man did his best to program the AI for the one-player mode (within his limited free time) the end-result is somewhat lacking. It's a good thing the game will only be released in 2018, because we're going to need some time to improve the AI. Uridium : I have some unexpected good news to report regarding this game: The game's original programmer, artrag, was able to add some speech in the game, the kind that plays without having to freeze the game! The quality of the voice samples is not exactly great, but it's still quite good given the ColecoVision's technical limitations. I'm personally quite impressed with this achievement, especially given that the speech runs in parallel with the music, the smooth horizontal scrolling, and everything else that happens on the screen. The game is now in its beta-testing phase. QBIQS : I kinda lost contact with the programmer of this game over the last few months, but we exchanged e-mails earlier today, and the good news is that he will resume working on the game soon. He was just busy this past winter. I've played the game myself on real hardware and it plays really great. The programmer just wants to add a few extra bells and whistles, and since the game will be released in 2018, he's got plenty of time to finish the software. Arcomage : This game was ported last year, and beta-testing will start as soon as the tester receives the test PCB I just shipped to him. The Cure : This game is still under development. There will be several differences between the ColecoVision version and the existing MSX homebrew game. You'll discover them next year. Booming Boy : Here's another brand new title in the Team Pixelboy release lineup, presented by the guys behind Majikazo, Operation Wolf and Zombie Incident! Booming Boy is a Bomber Man clone, and was originally developed for the MSX2, which explains the colorful graphics displayed in the sample video shown on teampixelboy.com. The graphics will have to be downgraded a bit for the ColecoVision version, but the game itself will remain the same. Multiverse : Yet another brand new, previously unannounced title from Team Pixelboy, this one comes from the programmer behind Caos Begins and Children of the Night! It will be a 32K platformer, and it's also an original game (so one more game for those who complain about seeing too many MSX ports on the ColecoVision!). I can't say a whole lot about the game right now, and whatever info I currently have about the game is found on teampixelboy.com, in the section devoted to Multiverse. Gauntlet : The guy who had volunteered to port the MSX version to the ColecoVision officially dropped out of the project last month. I was just about to throw in the towel on that game, but then Mystery Man stepped in and told me that he will have a look at the MSX version later this year, and if he thinks the port is possible at all, he will attempt it. I'm keeping my fingers crossed at this point... Jewel Panic : I haven't worked on that game in ages, and I will probably keep this project for last, once all the other games have been taken care of at the software and box artwork levels. It's a simple fact that you can't be a homebrew publisher and a homebrew programmer simultaneously. Not when you have a full-time job, go to the gym regularly, and have occasional social activities on top of everyday responsabilities. So once I can put my publisher duties on the proverbial bench for an extended period of time, I will resume working on Jewel Panic (which will probably require a complete rewrite of the source code, in order to fix some graphic glitches). 1942 : The MSX1 version of this game may not be the best shooter out there, but it does offer good variety and challenge, and it's a Capcom classic, so I think it's worth porting to the ColecoVision. The main problem with the MSX version is that the sound effect that is produced when the player shoots his guns completely overrides the background music of the game. So if the player fires continuously, the sound output easily becomes a garbled mess. Just listen to the Youtube footage below and you'll understand what I'm talking about. However, since the Super Game Module doubles the amount of sound channels of the ColecoVision, Mystery Man could actually fix this issue, and that would make 1942 more enjoyable pretty much instantly. https://www.youtube.com/watch?v=dXarj-ZWvXM Bomber King : Known as "Robowarrior" on the NES, the MSX port of this game would make a great addition to the ColecoVision library, don't you think? https://www.youtube.com/watch?v=YSy1sJz_Xz0 DragonSlayer IV : I've been trying to find someone to port this game (known as "Legacy of the Wizard" on the NES) for a very long time, and now that Mystery Man has opened the door on this subject a tiny little bit, I'm going to keep my fingers crossed that it actually happens! But admittedly, it's a pretty big game to port from the MSX to the ColecoVision. https://www.youtube.com/watch?v=C-yHucsgx4w Please keep in mind that the last three games listed above should be considered long-term possibilities, and that's why I haven't added them to teampixelboy.com yet. Mystery Man seems interested in porting them, but he will make his final decision after he's had a chance to examine Gauntlet. PRE-ORDERING THE NEW GAMES Among the upcoming new games, there are many for which I haven't recorded any pre-orders yet. I am now at the point where I need to determine how many copies of each game I should produce to meet the future demand, so within the next few weeks, I will contact all my past customers by e-mail and I will give them the chance to pre-order the games they want. There will be no obligation to buy, nor will I ask for any kind of payment in advance. I just want to build up a valid waiting list. The games I'm talking about are these ones: - Zombie Incident - Flicky - Utopia - Uridium - QBIQS - Arcomage (this one will be limited to 80 copies) - The Cure - Booming Boy - Multiverse - 1942 (only a possibility, just gauging interest at this point) - Bomber King (only a possibility, just gauging interest at this point) - DragonSlayer IV (only a possibility, just gauging interest at this point) The prices of the above games are undetermined for now, but you can expect them to fall somewhere between 40$US and 50$US, as usual. Fair warning though: DragonSlayer IV, if it ever becomes reality on the ColecoVision, will likely cost closer to 60$US. Of course, if anyone wants to pre-order any of the other upcoming Team Pixelboy games (Ghostbusters, Space Shuttle, Secret of the Moai, Children of the Night, Wizard of Wor, Gauntlet, etc.) then by all means, go ahead! I do prefer to be contacted my e-mail, via pixelboy at teampixelboy dot com. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  14. Hello, ColecoVision fanatics! I'd like to start this Team Pixelboy News Bulletin with some happy news: Yours truly just found himself a new job! I'll be starting at my new company next Tuesday, and since I expect the training period to be grueling, I'll probably have to slow down my activities related to Team Pixelboy, at least for a couple of weeks. Not a complete shutdown of activities, just a slowdown while I get used to my new job. But before next Tuesday, I want to get the ball rolling on a special project! Read on for all the details! THE NEW BUDGET SERIES Many of you know Óscar Toledo Gutiérrez, also known as nanochess on these forums. He's been hanging around these parts for several years, and I was honored to publish some of his games, namely Princess Quest, Mecha-8 and Mecha-9 under my Team Pixelboy label. He's also the author of the CoolCV emulator, and he's been a great help and all-around nice guy to the ColecoVision homebrew community. Óscar's wife received some very bad news recently: She has stage-4 lung cancer (it has started spreading out of her lungs) and she had to give birth to her daughter prematurely so she could receive chemotherapy treatments. The baby is currently in intensive care. I've decided to help Óscar with the medical bills by starting a new budget-priced series of Team Pixelboy games. These games are mostly ColecoVision ports of MSX homebrew games that were submitted to the MSXdev contests in recent years, and there are a few games coded from scratch as well. All the games of this series will be priced at 29.95$US, and some of the money from each copy sold will be sent to Óscar. This budget series will be composed of 17 games. Each game cartridge will come in a sturdy two-piece box (similar to the boxes used by Parker Bros back in the day) and a 4-page manual will also be included. As you can guess, a 4-page manual implies that these games will be rather simple in nature, but still quite fun to play. Most (but not all) of the games will require the Super Game Module to function. I will provide more details about SGM dependency at a future date. This "budget" project has barely started. As I write this, only a small number of games in this new series have actually been completed and are ready for beta-testing, and the rest will probably be completed over the next couple of months. If you want to help with beta-testing, by the way, please send me a private message on AtariAge. But even though the games are nowhere ready yet, the pre-order period needs to start right away, because Óscar needs all the money he can get as soon as possible, and I also need to determine how many boxes of each game I need to order from the printer company. So here's how pre-ordering is going to work: People will need to pay 9$US for each game pre-ordered, and all the money collected will go directly and immediately to Óscar. This implies that these initial pre-order payments will be NON-REFUNDABLE. When the pre-ordered games will be actually ready to ship, buyers will pay the remaining 20.95$US per game, plus shipping fees. Over the next few days, I will contact (by e-mail) all the people listed in my Team Pixelboy customer records about this new budget series. So if you have purchased Team Pixelboy games from me in the past, please wait for the e-mail I will send you, don't e-mail me about pre-ordering these new budget games. I have a lot of people to contact, so this may take a while, but rest assured I will get around to contacting everyone. So without further ado, here are the 17 games of the budget series, in alphabetical order, with currently available videos/pictures. Caverns of Titan (by Jose Luis Tur) https://www.youtube.com/watch?v=IC2NnuSVaGM Cold Blood (by Juan Luis Martinez) https://www.youtube.com/watch?v=h_tomZDNjvc Danger Tower (by David Fernandez) https://www.youtube.com/watch?v=2hTbXmnZMj4 Deep Dungeon Adventure (by Arturo Ragozini) https://www.youtube.com/watch?v=-1hToQu3sqE Frostbite (designed by Steve Cartwright, ColecoVision version coded by Antoni Burguera.) https://www.youtube.com/watch?v=EGH_6d0T7as (This trailer video was prepared by Antoni Burguera) NOTE: The video above mentions an "amazing soundtrack", but that soundtrack is actually still under development. But the point is, there will be background music in this game to add a little ambiance. NOTE 2: The entire game itself is still under development. Some graphics and features may change between now and release day, but what you see in the video is essentially what you will get. Heroes Arena (by David Fernandez) https://www.youtube.com/watch?v=7e2NtUbIP0w J.E.T.P.A.C. (by David Fernandez) https://www.youtube.com/watch?v=7HQ691DwtfE Kaboom! (designed by Larry Kaplan, ColecoVision version coded by Armando Pérez Abad) (No media currently available) Pretty much the same game as on the Atari 2600, but with prettier graphics. Roller Controller support will likely be included. Kralizec Tetris (by Armando Pérez Abad) https://www.youtube.com/watch?v=iWctbVYxODI NOTE: The video above does not show the two-player battle mode, but that versus mode will definately be included. Remember the Flag (new game designed by Luc Miron, programmed by Armando Pérez Abad) (No media currently available) This is a memory-match game very similar to the board game Match II, with some added bells and whistles. One-player-versus-CPU and two-player modes will be included. SHMUP! (by David Fernandez) https://www.youtube.com/watch?v=UsYB9Q3iFGE Shouganai (by Juan Luis Martinez) https://www.youtube.com/watch?v=G0m1PlWfO3E Stray Cat (by David Fernandez) https://www.youtube.com/watch?v=m-5G5zCrmUA Sudoku (by Daniel Vik) Click here for Generation-MSX entry of Sudoku for MSX Traffic Jam (by David Fernandez) https://www.youtube.com/watch?v=SltHvRujTe0 Txupinazo! (by David Fernandez) https://www.youtube.com/watch?v=dfakxLvx2xo Yar's Revenge (designed by Howard Scott Warshaw, ColecoVision version coded by Armando Pérez Abad) (No media currently available) It will be the same game as on the Atari 2600, but we're currently discussing possible minor enhancements, both in graphics and gameplay, just to add something new to the formula. Nothing too fancy, don't worry. The people working on these games for Team Pixelboy will do their best to get them ready as soon as possible, but at this time, I am not in a position to set an actual release date for any of these games. It's way too early for that, and there are several unknown variables that keep me from setting such a release date. My general plan is to ship these games to customers in groups of 4 as the software is completed and put on cartridges, but that plan is easely subject to change. But in whichever fashion these budget-priced games will make their way to customers, my end goal is to have ALL orders shipped by the end of September. Releasing 17 complete-in-box ColecoVision games in such a short amount of time is quite a challenge, but certain marketing decisions have been taken that make this challenge doable. In particular, I'm going to prepare the box templates myself for all 17 games, and once these templates are ready, I will show them in this forum thread, and also on teampixelboy.com. I'm hoping people will pre-order as many games as they can, to help our friend Óscar in his hour of need. I would like to take a moment to thank the people who have made this budget series possible in such a short amount of time: - Armando Pérez Abad (who has been a tremendous help in securing most of these 17 budget-priced games, and will be porting several MSX games and coding several new games from scratch) - David Fernandez (also known as Imanok in the MSX homebrew scene, donated a lot of his MSX creations for this project) - Juan Luis Martinez (creator of Shouganai and Cold Blood) - Jose Luis Tur (creator of Caverns of Titan) - Arturo Ragozini (main coder of Deep Dungeon Adventure) - John Hassink (collaborator on Deep Dungeon Adventure) - Richard Cornelisse (collaborator on Deep Dungeon Adventure) - Daniel Vik (creator of Sudoku on MSX, and is also porting the game to ColecoVision) - Vincent Van Dam (collaborator on Sudoku) - Antoni Burguera (main coder for Frostbite, and providing technical assistance for the ColecoVision port of Sudoku) - Carlo Bandini (music composer behind several of these games) - And last but certainly not least, Óscar Toledo Gutiérrez (who is porting some of these MSX homebrew games to ColecoVision) I hope I didn't forget anyone... Apologies if I did. WHAT ABOUT THE OTHER TEAM PIXELBOY GAMES? It's rather obvious that the new budget series is going to take up all my free time this summer, so the release of the "regular" set of upcoming Team Pixelboy titles (Ghostbusters, Space Shuttle, Secret of the Moai, C-So!, King & Balloon, Children of the Night, Wizard of Wor, Utopia, Jewel Panic and Gauntlet) will be pushed back to Christmas 2016. Antoni Burguera graciously prepared a new trailer for Children of the Night, which you can watch below: https://www.youtube.com/watch?v=YKMeeItFtN0 FOOT NOTE I unsuccessfully tried selling an empty homebrew Super Action Baseball box on eBay last week. If anyone wants it, please let me know. Just pay 5$, shipping is free. Pictures of this homebrew box are attached below. This conclude this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  15. Hello to you all, ColecoVisionites and ColecoVisionistas! Before the surface of the Earth is reduced to a pile of smoking ashes in 2017 because Donald Trump mistakes the red nuclear launch button for the snooze button on his bedroom alarm clock, I'd like to wish you all a very happy and prosperous New Year! So without further ado, allow me to outline what's coming from Team Pixelboy in 2017. THE BUDGET GAMES I will be devoting all my efforts in January and February towards assembling the carts of the budget games. As you can see in the pictures at the bottom of this post, I've made some progress with this recently, but I still have many weeks of work ahead of me to assemble well over 1000 more cartridges. I also attached below a preliminary screenshot of Yars' Revenge provided by the programmer of the game. The graphics are subject to change, but I expect they won't change much between now and delivery day. As I write this, the assembly work is stalled because I ran out of metal screws. I ordered more screws a couple of days ago, and I expect to receive them next Friday, or maybe a little later. In the mean time, I will finish the print templates of all the manuals. Six of them are ready, and the texts of the other manuals are about 95% done, so I just need to wrap things up, prepare the final templates and pass them along to my local print shop. As for the boxes, like I mentioned last week, my contact at the printer company told me that he should be able to speed up the print work for the rest of the boxes starting in January. I have only received 200 of the 1800 boxes so far, and another shipment of 100 boxes is on its way to me right now. OTHER UPCOMING GAMES I've been focussing on the budget games since last summer, and I must admit that I've been mostly neglecting all my other ongoing Team Pixelboy projects as a result. At this point in time, I'm not really sure when the next batch of "regular" Team Pixelboy titles will be released, but I'll put some serious effort into that as soon as the budget games have been shipped. For now, the least I can do is provide a quick status report on each of these upcoming games. Here it goes... Ghostbusters : Eduardo Mello is in charge of this MSX port, and he hasn't worked on fixing the remaining bugs in the software since my beta-tester first reported these bugs back in summer 2015. Even worse, roughly six months ago, my beta-tester discovered that the game does not function correctly on his ADAM computer (the controller stops working at the "equipment purchase" screen) and I confirmed the problem with my own ADAM soon after. That's one more reason why I cannot release this game in its current state. Hopefully 2017 will be the year this accursed game will finally be released. Space Shuttle - A Journey Into Space : The ColecoVision port of the MSX version was completed quite a long time ago, and I haven't found the time to beta-test it yet. Yes, I want to beta-test this one myself, mostly because I want to work on the manuals of the game in parallel. At least the box template and the controller overlay are done and ready. Secret of the Moai : The port is finished, but the game has been giving my beta-tester some trouble. I enlisted the help of another beta-tester to try to make further progress, but it's like everything fell into a black hole. And my neglect of this project hasn't helped either. On the plus side, the box artwork is ready so I will prepare the box template of this game in early spring. C-So! : This one passed the beta-testing phase quite a long time ago, and the box artwork is also ready, so I should be able to push this game out the door in all deliberate speed, once the manual has been prepared and everything has been printed/assembled. King & Balloon : Same as C-So! above, the software is done and ready to be put on cartridges, and the box artwork is also ready (and quite beautiful too!) so that's another one that shouldn't pose too much trouble for me to release. Children of the Night : Yet another game that passed its beta-testing phase, and the box artwork is ready too. I want to mention that given the size and scope of this game, I hired two beta-testers for it, and they both loved the game, so I'm looking forward to seeing the rest of you ColecoVision fans play this totally new and original creation. Wizard of Wor : I received the final release candidate of this game back in October, but again, I neglected it because of the budget games. I'll be looking for a beta-tester for this game fairly soon. Gauntlet : No real news to report on this one, I'm afraid. I haven't received any kind of progress report from the guy in charge of the MSX port. I'll have to check up on him soon... Utopia : Beta-testing is going well, and even better, Mystery Man recently delivered a new version of the game with the one-player-versus-computer mode implemented! As I write this, I haven't shared this new ROM with my beta-tester yet, and from what Mystery Man told me, this one-player mode is rather basic and will probably require some minor tweaks over the next couple of months. Zombie Incident : I'm happy to report that this game has passed the beta-testing phase and the box artwork is ready too, so this will be another "easy one" to release. QBIQS : A playable work-in-progress version was sent to me in early November, and it plays great! But there are some minor things that the programmer wants to implement (I will contact him again about this shortly) so I'm going to wait until the ColecoVision port is truly completed before hiring a beta-tester for it. I like this game a lot and I'm glad to be publishing it. Uridium : To put things bluntly, not much has been done with this game yet. Nanochess hasn't begun porting it to ColecoVision, as far as I know, and I'll have to put some time aside next spring to prepare the box artwork. Arcomage : The game is fully ported, and I even have a test PCB ready for the beta-tester. But this beta-tester is the same one who is currently testing Utopia, and I don't think it's a good idea to have the same person test two games in parallel. So I'll wait until Utopia is behind us before we shift our attention to Arcomage. I was expecting to have the box artwork ready by now, but the artist landed a new job recently so he had to put the Arcomage box artwork aside for a while. But from what he's shown me so far, the artwork is going to rock! The Cure : As I mentioned last week in the previous News Bulletin, I received an advanced work-in-progress ROM that already plays wonderfully well. I'm waiting to receive the final release candidate before going ahead with beta-testing. The same artist who did the box artwork for Caos Begins, Majikazo, Secret of the Moai, C-So!, Children of the Night and Zombie Incident has accepted the commission of doing the box artwork for The Cure, so I think we can all expect some great box artwork for this game! Jewel Panic : This game is on hold for now, and I will resume working on it once the other games above are all mostly done. The game already plays well (with no sound) but there are a few minor graphic glitches I want to take care of. I've learned a few things about the inner workings of the ColecoVision since I last worked on this project, and I believe I'll probably need to recode the game from scratch (again) in order to reach truly smooth gameplay. The list above is a long one, as you can see, and I'm not sure all these games will ship before the end of 2017. I'm also hoping to add one or two titles to this list, but it's not a sure thing yet so if there's any good news to report, I will make announcements in a future News Bulletin. HOW TO PRE-ORDER? It seems like a long time ago now, but most of you probably remember that I set out to release three groups of Team Pixelboy releases. The first two groups were released, and the third group (composed of Ghostbusters, Space Shuttle, Secret of the Moai, C-So!, King & Balloon, Children of the Night, Wizard of Wor, Gauntlet and Jewel Panic) was put on hold in favor of the budget series. Since then, several new games were added to the long-term release lineup (Utopia, Zombie Incident, QBIQS, Uridium, Arcomage and The Cure) and I have refrained from recording any pre-orders for any of these newer titles. The first thing I want to mention is that there is no need to send me an e-mail to check and make sure that you are still on the pre-order list for the third group. I keep very precise pre-order records, and I keep backups of those records too. So rest assured that you are on the list for whichever games you pre-ordered from the third group, and I know which games you have already paid for and which ones you haven't paid for yet, if any. For the newer games (for which I haven't recorded any pre-orders yet) PLEASE do not send me an e-mail to place your pre-orders. As I mentioned before, I'm currently concentrating on assembling the budget game cartridges and I want to get that done as quickly as possible, so responding to e-mails about long-term pre-orders will only be a time-consuming distraction. Not very long after the budget games will have been shipped to all customers, I will send an e-mail to everyone in my customer records and I will also post a Team Pixelboy News Bulletin, in order to give everyone a chance to pre-order the newer games. I will need to do this in order to determine how many boxes of each of these games I will need to have printed later in the year. So please just hold on tight, you will definately get the chance to place your pre-orders later this year, in an orderly fashion. It's just not a good time for it right now. WHAT ABOUT THE TRADING CARDS? I want to conclude this News Bulletin by mentioning that, over the last couple of years, some people went through extraordinary lengths to supply me with scans of games boxes and other hardware packaging, which will eventually be used for series of ColecoVision trading cards. To be honest, I don't think I will be able to get much work done on this trading card project in 2017 (I may work a little bit on it during my lunch breaks at the office) but I feel I have a moral obligation to get those trading cards done. So for now I just want to confirm that I haven't dropped the project, and I still think about it from time to time. But in all likelihood, these ColecoVision trading cards will only become reality in 2018. I have too many games to release this year. This concludes this New Year edition of the Team Pixelboy News Bulletin. We now return you to your regular forum activities. And again, Happy New Year!
  16. Hello ColecoVisioneers! Welcome to another edition of the Team Pixelboy News Bulletin. I'd like to start by wishing all of you a very Merry Christmas, and a more general "Happy Holidays" for those who do not recognize themselves in this holiday. I'm afraid I don't have much to offer this year in terms of special gifts, but at least I can give you the ROMs of Front Line SCE and Boxxle. Find them attached at the bottom of this post. Boxxle is a 64K game that uses an auxiliary EEPROM to save the player's progress and also to store puzzles created with the puzzle editor, so you'll need nanochess' CoolCV emulator to play it. Not sure if it plays properly with the latest firmware update on the AtariMax Ultimate SD cartridge, but the savegame features are unlikely to work. Front Line SCE plays the same as the original Front Line, the only difference is that you need to use the (1) and (3) keys on the keypad to rotate your gun left and right. I also have very little to offer in terms of actual news today, and that's because I'm keeping most of the news updates for the next News Bulletin of January 1st 2017. For now, I can at least mention that I'm expecting to receive a third lot of budget game boxes next week (or early in the week after) and my contact at the printer company assures me that he will step on the accelerator pedal starting in January to get the rest of the budget game boxes printed. We'll see if he will honor this commitment. I can also share a few pics (attached below) of The Cure. You will immediately notice that the graphics in the cut-scenes have been much improved over the ones in the original MSX version. I can also confirm that The Cure will not require the Super Game Module. The programmer recoded the music and sound effects for the ColecoVision's native sound chip, and the results are very good. Aside from some minor graphic alterations, the main game looks and plays the same as the original MSX game, which is definitely good news any way you look at it! Wow, this must be the shortest News Bulletin I've ever written, especially for Christmas. I'll have a lot more to say one week from now, as I will outline my release plans for 2017. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. boxxle_colecovision.zip front_line_sce_colecovision.zip
  17. Hello ColecoVision fans! Welcome to another Team Pixelboy News Bulletin. Today's edition is all about the budget games! GENERAL STATUS REPORT In terms of software, most of the budget games are complete and have passed the beta-testing phase. Kaboom! was completed this past week and is now under beta-testing. Same goes for Frostbite, which received some tweaks this past week and is also under beta-testing at the moment. The only games which are still in development are Remember the Flag and Yars' Revenge. Our friend Armando was supposed to program both those games from scratch, but as I mentioned in the previous News Bulletin, his life has changed significantly these past few months, and he was forced to back out of coding Remember The Flag. Fortunately, Oscar (a.k.a. nanochess) stepped in to pick up the project, and Remember The Flag is currently roughly 50% complete. Armando is working on Yars' Revenge, and both games should be done by the end of November, if all goes well. As for the boxes, as you can see in the pictures attached below, I received the first set of boxes (for Caverns of Titan) a few days ago. Wait, boxes for only one game? Yeah, that's kind of the bad news that comes with the good news: The people in charge of printing and assembling these two-piece boxes are a bit slow, compared to what I'm used to anyway. It takes a couple of weeks to complete a run of 100 boxes, since there's a lot of manual work involved. After they printed and shipped the Caverns of Titan boxes, the printer company asked for two more box templates, which suggests that they've streamlined their production facilities and they'll work a little faster from this point on. But it's still going to take a LOT longer than I had anticipated for me to receive the boxes for all 17 budget games. At least the boxes are ready to use straight out of the shipping box (no glueing required on my part) and they look really nice, so it's worth the wait. On a more positive note, I've done a lot of work on the manuals lately, and the contents of most of these manuals should be finalized by the end of October, if all goes well. I will also be ordering the cartridge PCBs for the first group of budget games later today (more details about these "groups" are given below) and I will assemble the carts for this first group as soon as possible (probably in December). PLANS FOR 2016 and 2017 Given that printing the budget game boxes will be a lengthy process, it seems clear to me that I should ship these games in groups of six, like I mentioned in the previous News Bulletin: First group: - Caverns of Titan - Cold Blood - Danger Tower - Kralizec Tetris - Shmup! - Sudoku Second group: - Heroes Arena - J.E.T.P.A.C. - Shouganai - Stray Cat - Traffic Jam - Txupinazo! Third group: - Deep Dungeon Adventure - Frostbite - Kaboom! - Remember The Flag - Yars' Revenge Some people said they are willing to wait until all 17 budget games are ready in order to have them all shipped together in a single shipping box, while some other people want the games shipped in small lots as they become ready to ship. Many others have ordered only a few of the budget games. In any case, the main problem here is that most people pre-ordered Yars' Revenge and Frostbite, and those are part of the third group. I expect that the printer company will have shipped all the boxes for the first group of games by mid-December. I'm still pondering my options, but for this first group, I will probably contact everyone listed in my pre-order records (probably near Christmas, according to my long-term agenda) at some point in December) and offer to ship the games that are ready. So these shipments will be processed case-by-case. With all this said, my objectives for the remainder of 2016 is: - Prepare the texts of the manuals for all 17 budget games (October) - Prepare the printable templates for the manuals of the first group of six budget games (October) - Prepare the cart labels for all 17 budget games (November) - Assemble the carts for the first group of six budget games (November+December) - Ship the first group of budget games as soon as I receive the sixth order of boxes from the printer (December) 2017 is still far away (from my point of view) so I prefer not to plan too far ahead. All I can say for now is that I will work to get the remainder of the manuals printed (starting in January) and I will also assemble the carts the the second and third group as soon as humanly possible. By the way, I would like to mention that the greater majority of people have now paid in full for their pre-orders of budget games, and I really want to thank everyone involved for their prompt payments. This has helped Oscar's family tremendously. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  18. Season's Greetings, ColecoVision fanatics! I'd like to start by wishing everyone a Merry Christmas, or at least happy holidays if you're not of the christian persuasion. GIFTS! GIFTS! WHERE ARE THE GIFTS??? As most of you are well aware, Christmas morning is always a time for gifts from Team Pixelboy, and today is no exception. Find attached at the end of this post the ROMs of Wonder Boy, Mopiranger, Module Man and... The Black Onyx! But how am I supposed to play that last one under emulation, you ask? It's true that The Black Onyx cannot be played on the AtariMax SD cart, because it doesn't support Team Pixelboy's Activision PCB with savegame EEPROM, but surprise! You can play it right now with the CoolCV emulator! I'm not 100% sure where the EEPROM savegame file is created, but I think it's in the user's "Documents" folder on Windows. Anyway, I hope you'll enjoy these new free ROMs, but the gifts don't stop there, my friends! As I hinted many times this past year, today you get to find out what the Mystery games are! Keep on reading below for the juicy details, and you can consult the new sections which I added to teampixelboy.com for these new upcoming games for extra info. MYSTERY GAME #1 REVEALED! Mystery Game #1 comes from Antoni Burguera (the creator of Caos Begins) and it's called Children of the Night. I could explain what the game is all about, but I'd rather let the video below do the talking for me. https://youtu.be/7C13JT0lFCY As you may have noticed in the video, the game will require the Super Game Module. It will be a sizeable 128K MegaCart adventure, with a password system to save your progress, so expect to spend several hours playing this one. The software is roughly 75% done, currently. It should also be noted that the video only shows a few types of enemies, but the final game will offer much more enemy diversity, both in terms of appearance and behavior. MYSTERY GAME #2 REVEALED! Mystery Game #2 is being programmed from scratch by Armando Pérez (creator of Majikazo and the MSX/Coleco versions of Operation Wolf) and I'm very proud to present this new addition to the ColecoVision homebrew library! Say hello to... WIZARD OF WOR!!! https://www.youtube.com/watch?v=v30el4_6lIU Armando went to great lengths to reproduce the arcade experience, by including many features from the arcade game, such as player 2 being controlled by the CPU when the game is played in single-player mode. As far as I know, this will be the only home version of Wizard of Wor to have that CPU-player-2 feature. This will also be a 128K MegaCart game, in order to include speech samples taken straight from the arcade game. The software is actually very far along, about 90% done. I'll be needing beta-testers within a month or two to test this baby, that much is certain. Wizard of Wor will be a Coleco vaporware no more! MYSTERY GAME #3 REVEALED! Wait, what?!?! A third mystery game? This one will only stay a mystery for a second, because I'm revealing it right now. Those who have been following Team Pixelboy from the beginning know that I've always wanted to release a certain Intellivision game on the ColecoVision, and thanks to my expert coder friend Mystery Man, it's finally going to happen! I'm talking about Utopia, of course. Mystery Man started working on this recently, and the early alpha prototype he showed me doesn't do much, but it's a promising start. The first two pictures below were taken from this alpha prototype, while the third pic is a mockup of what the game will probably look like once it's finished. Mystery Man and I talked about possibly adding a one-player-versus-CPU mode to the game (the original Intellivision game was a two-player game, with the single-player mode being more of a practice mode) and it was decided that Mystery Man will code the regular two-player mode first, and then we'll see how much space is left on the 32K cart. If there's not enough room to cram some extra artificial intelligence for a versus-CPU mode, we'll just leave it as-is. In any case, the Super Game Module will probably NOT be required for this game. CLOSING COMMENTS I could post more news here, but I'd rather keep the rest for the next Team Pixelboy News Bulletin, which will be posted on January 1st 2016. For now, I just want to mention two things: 1) You may recall the five Super Tank prototype carts that I presented in the previous Team Pixelboy News Bulletin (on November 1st 2015). I now have everything I need to go ahead with the eBay auctions, but now is not really a good time to put stuff on eBay, with everyone putting their disposable money on their Christmas budget. January is even worse, with many people paying off their credit card debts. So I'll just hold onto these Super Tank protos until February 2016. There's no rush anyhow. 2) I'll talk more about the 2016 release schedule next week (in the next news bulletin) but right now I want to say that the manuals of all the February releases are done except for Mecha-9 (I'm currently working on that one) and Ghostbusters. So I don't expect any additional delays regarding the games to be released in February, except maybe for Ghostbusters (crossing my fingers...). This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. wonder_boy_colecovision.zip mopiranger_colecovision.zip module_man_colecovision.zip black_onyx_colecovision.zip
  19. Salutations, ColecoVisioneers! It wouldn't be the first Team Pixelboy News Bulletin of the year without me wishing you a Happy New Year, now would it? I do wish you all a good year, full of good health, good fortune and good games. Myself and the others guys associated to Team Pixelboy are going to do our best to deliver some great games this year, and with this news bulletin, I'm going to explain my plans for 2016. COMING TO A COLECOVISION NEAR YOU IN FEBRUARY 2016 I really wanted to release several games on Christmas Day, like I do every year, but as most of you know, it just wasn't meant to happen this time around. The good news is that all the manuals are done and ready (except for the manual of Ghostbusters, but I'll get started on it soon) and so all I'm missing are the electronics for the cartridges. I'll be spending most of January glueing boxes and assembling carts, and then the games should start shipping in February. As I write this, the few remaining bugs in Ghostbusters still haven't been fixed, so I cannot guarantee that the game will ship in February (but rest assured I'll keep nagging Eduardo about it) . Gauntlet is also off the February lineup (see explaination below) but the other games (Super Pac-Man, Caos Begins, Majikazo, Knight Lore, Mappy, Rally-X, Mecha-9 and Operation Wolf) are good to go. After examining the software of Gauntlet more closely, Eduardo Mello determined that the game was "practically unportable" to the ColecoVision, as the original MSX game requires 64K of RAM and contains self-modifying code. So he decided to back out of the project. I can't blame him, it really looked like a monster of a porting job, but the boxes and cart labels for this game are already printed, so I couldn't just let go without looking for some kind of alternate solution. Luckily, a few weeks later, I was introduced to a new guy who goes by the nickname of Dimmu, and he's apparently an expert at analyzing MSX software for porting purposes. Dimmu volunteered to have a serious look at Gauntlet and has set out to make it work on the ColecoVision. This will take some time, but in a few months, we'll know for sure if Gauntlet can be ported or not. For now, I'm simply going to push back the release date of the game to later this year. Also to be "released" in February will be the Super Tank prototype carts. Carts #2, #3, #4 and #5 will be put under auction on eBay and all eBay earnings will be going to Mystery Man (except for a small percentage which I will keep for myself). Note that cart #1 has already been sold, as someone made me an offer I couldn't refuse. WHAT ABOUT KNIGHTMARE? As many of you know, a software defect was recently identified in Knightmare which causes the game to crash and reset suddently, randomly and without warning. The cause of the problem wasn't precisely identified, but Eduardo Mello managed to create a new version of the software, which is currently being tested by a few friends. This new revision seems to be working perfectly so far, and after a few more days of testing on real hardware, we'll be able to put our stamp of approval on it. From that point on, I will want to organize a general recall of all Knightmare cartridges. Some people have also experienced problems with certain other cartridges, more notably The Stone of Wisdom. From what I can see, these seems to be compatibility problems between "modern" cartridge PCBs and certain revisions of the ColecoVision motherboard, and many people do not experience any problem playing the games on their ColecoVision. Over the next 24 hours or so, I will contact all the customers who bought Team Pixelboy games over the last six months, and I will ask them to quickily play-test all their recently-purchased cartridges, and let me know if they encounter any problems. The idea is that since many people who bought these games last year will also be purchasing games from the upcoming February lineup, I could include the replacement cartridge of Knightmare (and any other cartridge that needs to be replaced) in the package of new games shipped in February. That will save everyone some money in shipping fees, especially me. THE LAST LINEUP After the games of the February lineup will have been shipped, I will be working over the remainder of 2016 on the last lineup of Team Pixelboy games, which should be released in September or October, if all goes well. The games to be released at that time will be Space Shuttle - A Journey Into Space, Secret of the Moai, C-So!, King & Balloon, Children of the Night, Wizard of Wor, Utopia, Jewel Panic and hopefully Gauntlet. If Ghostbusters is not ready for release in February, it will be released in September/October. And after those last games will have been released, my dear friends, I will make my exit as publisher of homebrew ColecoVision games. I will stick around to sell games until all the demand is properly taken care of, but no new games will be developed under the Team Pixelboy label. All good things must come to an end, but I'll be going out with a nice "bang" of great games. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. Happy New Year!
  20. Greeting ColecoVision fanatics! Today's News Bulletin is a general update about everything's that's going on with Team Pixelboy, and it explains how recent events are now forcing me to change my release plans. I'll be sending an e-mail to all the people who pre-ordered Team Pixelboy games and this e-mail will contain a link to this forum thread, so everyone will get the chance to read the exact same (and complete) information. THE CURRENT STATE OF AFFAIRS As I write this, all paid pre-orders for the September releases have been shipped, and I'm just waiting for a few more customers to pay for their orders. I was really expecting to have the order processing behind me by the end of September. The shipping delays were mostly caused by the late delivery of the electronics of the Knightmare cartridges, and I got busy processing orders and shipping packages as soon as the Knightmare carts were all fully assembled. Right now, I have 8 unsold copies of Front Line SCE, and once those are sold, I won't be making any more. I also have a small bunch of copies of Boxxle still available, a dozen copies of Spelunker, a dozen copies of The Stone of Wisdom, and I only have 6 copies left of Knightmare. I can make more of those games, but I will only do so when the Christmas games are close to being ready to ship, and they will be shipped together with the new releases. The same applies to new copies of my past releases (like Dragon's Lair, Buck Rogers Super Game, etc.): I will take pre-orders for these games as they come, but I will make new copies of them only when the Christmas games are close to being ready to ship. LOST MONTH = NO MERRY CHRISTMAS The fact that it took a whole month longer than anticipated to ship the September games has thrown off my release plans. With only two months to go before the end of the year, it's pretty much a sure thing that I won't have time to get the next batch of Team Pixelboy releases ready in time for Christmas. As the pictures attached at the end of this post demonstrate, the boxes and the cartridge labels of the Christmas games are printed and ready, but I've hardly begun working on any of the manuals for those games. Here's a recap of the upcoming Christmas releases: - Ghostbusters - Super Pac-Man - Caos Begins - Majikazo - Knight Lore - Mappy - Rally-X - Gauntlet - Mecha-9 - Operation Wolf The status of Ghostbusters is still up in the air right now, as the bugs in the software have yet to be fixed. Gauntlet's status is also currently uncertain at this point in time, with the MSX port still baking in the oven and not yet ready for beta-testing. On the other hand, all the other games have passed the beta-testing phase (except for Mecha-9, but that one is almost done) and this is encouraging news. 100 initial copies of each of the 10 games listed above means 1000 boxes to glue together, and doing 50 boxes per day means that I'll be glueing boxes for 20 days straight! That's almost a month, and then I have to assemble 1000 carts to put in those boxes. So if I get started on this big job in early January, these games could very well not be ready to ship before mid-February! School work is quite manageable this semester (especially compared to last summer's crazy rollercoaster) and I'm pretty sure I can get all the manuals prepared (and perhaps even printed) by the end of December, but there's no way I can glue together so many boxes and assemble so many cartridges in time for Christmas, in addition to preparing the manuals. Of course, I could split my Christmas release list and release only 4 or 5 games this Christmas and the rest in 2016. But I don't want to do that, for three reasons: 1) Given the choice between rushing to get 5 games ready in time for Christmas (and spending the Holidays processing orders and making multiple runs at the post office) and taking my time to prepare the contents of 10 manuals, I'd rather relax and do a good job on the manuals. 2) If Opcode Games ships the second run of Super Game Modules to customers before the end of 2015 as planned, that could mean more orders for past Team Pixelboy releases as well as upcoming titles. I'd rather let that "wave" come and deal with it as plain pre-order paperwork instead of constantly revising and second-guessing my production plans to meet the new demand. 3) I will want to put a significant amount of energy into finding a job after my current university semester is over, and I would prefer to have all 10 manuals done before diving into that particular challenge. THE 2016 RELEASE SCHEDULE If the Christmas releases end up shipping in February 2016 (can I even still call them Christmas releases at this point?) the rest of the Team Pixelboy releases planned for 2016 will be pushed back as a result. These future releases are: - Space Shuttle - A Journey Into Space - Secret of the Moai - C-So! - King & Balloon - Mystery Game #1 - Mystery Game #2 - Jewel Panic The original plan was to have all these titles ready by April 2016, but now I don't think I'll be able to get a single one of them ready by the end of May 2016. So they will probably be released in September 2016 instead. That's certainly not good news, but production logicstics are what they are. Rest assured I won't rest until all these games are released, but it's going to take time. ARE YOU IN THE MOOD FOR SPENDING MONEY ON A PROTOTYPE CART? If you had a look at the pictures attached below, you surely noticed the five prototype carts of Super Tank. The SG-1000 game was ported to the ColecoVision by Mystery Man, and these carts will be put under auction on eBay between now and Christmas. Almost all the eBay earnings will go to Mystery Man (I'll be keeping a small percentage for myself). I'm waiting for one final piece of packaging for these prototype carts, and once I receive this final piece, I will promptly put these carts on eBay, so do keep an eye out for them! FOOTNOTE OF HOPE The two mystery games are progressing nicely (and yes, I now know what Mystery Game #2 is) and it looks like I'll be able to announce them officially on Christmas morning. Don't ask me for any clues, I'm keeping my mouth shut. You'll just have to wait and see. But I can tell you one thing at least: These games will be worth the wait. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  21. Hello ColecoVisioneers! Posting a Team Pixelboy News Bulletin in the middle of July, while many people are away on vacation, is probably not the best idea, but I do have some news to report, and I figure people will read it once they are back home and visiting these forums again. SEPTEMBER RELEASES ARE COMING ALONG JUST FINE... WELL, ALMOST... Front Line S.C.E., Boxxle, Spelunker and The Stone of Wisdom are on schedule for their September release day, although I'm not entirely sure of the exact date yet (more on that later in this bulletin). Knightmare is currently under beta-testing and I'm confident it will be ready in time for September as well. Ghostbusters is another story, however. Eduardo delivered the very first release candidate ROM last week, but I spotted a couple of rough edges which I asked Eduardo to fix, and I'm still waiting. Because I can't be sure what kind of issues will come up during beta-testing, and because I will be struggling to find the time between now and September to work on the manual of the game, I'm not 100% sure I'll be able to release the game in September as planned. I'll do my best to meet the deadline, of course. One game that will absolutely NOT be ready for September is Jewel Panic. Back in May, I thought I would have enough time over the summer to finish (and beta-test) the software of that game, but then reality drew a big fat bazooka from its pocket and blew that plan to smithereens: I only had two university courses during this summer semester, but those two courses kept me coding, testing, reading and writing documents like you wouldn't believe. I never had a chance to work on Jewel Panic, and with everything I have to do to get the September releases ready, and all the work I'll have to do this fall towards the Christmas releases, I'm fairly certain I won't be able to work on Jewel Panic again before 2016. But on the upside, pushing back Jewel Panic means I should be able to deliver all the other games on my schedule on time. MY SCHEDULE FOR THE NEXT FEW MONTHS My last final exam for this summer semester will happen on July 30th, and between now and then, I won't have much time to work on any Team Pixelboy projects. But I'll have no school to worry about in August, and I'll be spending most of that valuable free time working on the box templates for the Christmas releases, as I'll want to send these templates to the printer in Germany in early September. I will also work on a short private project in August, which is not related to Team Pixelboy. In September, I'll be super-busy glueing boxes, assembling cartridges and processing/shipping orders. Throw in a new university course (which is actually a workshop-type course which will likely take up more of my time than I would like) and I won't have time for anything else in September. Since I'm not sure how long it will take me to get all those copies of the new games ready, I'd rather not set a precise release date yet. But chances are they will be ready to ship before the end of September. October, November and December will be spent working on the manuals for the Team Pixelboy games to be released on Christmas. That's no less than 9 manuals to finish, in addition to glueing boxes, assembling carts, etc., etc... Busy as a bee I shall be, this fall. SOME OTHER NEWS BYTES Circus Charlie, Star Force and Ninja Princess are now permanently sold out! I will be glueing together the last few boxes I have of those games, as part of a deal with Good Deal Games. No more boxes means no more copies of those games will ever be produced. Also, I'm looking for a new beta-tester for Knight Lore. This particular game is rather difficult to beta-test, so I need someone with lots of free time, and I mean LOTS. Send me a PM if you're interested, and I expect you to start testing the game immediately after I send you the release candidate ROM. If you're currently busy with "real life" stuff, like family/kids, vacation, your job or anything else that will impede your ability to play with Knight Lore, then please don't contact me about it. I mean it: Unlike other games that are less of a hassle to test, Knight Lore requires many hours of play time in order to pass its beta-testing phase. Finally, just in case you're interested, I have updated the "project status" section of almost all the upcoming games on teampixelboy.com. This concludes this news bulletin. We now return you to your regular forum activities (and/or your vacation, if applicable).
  22. Hello ColecoVision fans! Today marks the beginning of a major pre-order operation for all upcoming Team Pixelboy games, and I just sent an e-mail to all my active customers to inform them of this (if you are one of my past customers, check your spam box, just in case!). I also installed a major remake of teampixelboy.com which I invite you to visit. The content is mostly the same, but I added images of the boxes (in the "project story" sections) and also new "media" sections with YouTube videos (when available). The whole site is now a bit more fun to browse through, in my humble opinion. The money gathered via this pre-order effort will mostly go into paying homebrew programmers in the short term and also to pay for printing boxes a little later. I'm keeping my fingers crossed that I will reach my target in terms of collected funds. I have divided all the upcoming releases into three groups, one for September 2015, another for Christmas 2015, and the last for March/April 2016. The games are listed below, and you may notice a few new games that I did not announce in the previous Team Pixelboy News Bulletin of April 7th. SEPTEMBER 2015 New copies of old SGM games: Dragon's Lair Zaxxon Super Game King's Valley Thexder Buck Rogers Super Game Mecha-8 SubRoc Super Game The Goonies TwinBee New releases: Front Line - Standard Controller Edition (only 75 copies available!) Boxxle Spelunker The Stone of Wisdom Jewel Panic Ghostbusters Knightmare CHRISTMAS 2015 Super Pac-Man Space Shuttle - A Journey Into Space Caos Begins Majikazo Knight Lore Mappy Rally-X Gauntlet Mecha-9 MARCH/APRIL 2016 Secret of the Moai C-So! Operation Wolf King & Balloon Mystery Game #1 Mystery Game #2 The new games are: - Knight Lore : A classic isometric adventure game. - King & Balloon : A MSX port of an obscure (but fun!) arcade game. - Mystery Game #1 : You won't find this one on teampixelboy.com yet, because the name of the game hasn't been decided, and I have no screenshots to show. The game is being programmed by the guy behind Caos Begins, and the early demos I've seen indicate that this will be an adventure game along the general lines of Crystalis on NES, but simpler and shorter, as the author aims to make the game fit in 32K of ROM. The Super Game Module should not be required for this game, but that could change as development progresses... - Mystery Game #2 : This one is not listed on teampixelboy.com either. The makers of Majikazo are working on this new title, and they won't even tell me what it is yet! All they were willing to tell me is that it will be a ColecoVision version (coded from scratch) of an arcade platformer, with a dual-player mode (whatever that actually means). The Super Game Module will be required. - Another game may be added to the March/April 2016 lineup, but it's way too early to make an official annoucement, as I'm not sure it's going to happen yet. I will present the "mystery games" in a future Team Pixelboy News Bulletin, as soon as I have something tangible to show, but I'm making them part of the pre-order operation now, because I believe they will be finished and released. HOW THE PRE-ORDER OPERATION WORKS If you are interested in pre-ordering any of the Team Pixelboy games listed, please read the following: 1) Let me know ALL the games you plan to purchase among those listed in the three groups above, so that I can have a clear idea of how many copies of each game I need to manufacture. My usual magic number for an initial run is 100 copies, but I can produce more than that to cover the demand if needed. 2) After you have contacted me, I will reply to you with an estimated price list of all the games. The prices do not include shipping fees. Once your games are ready to ship, I will contact you, and offer you the usual list of shipping options. Once you have sent the final payment (to pay the shipping fees) your games will be shipped. 3) You don't have to pay for all your pre-orders immediately (although if you do, it will be greatly appreciated). You can spread the payments over several months, and I will contact you once every month to remind you that there are games on your pre-order list which you have not yet paid for. 4) The given prices will be "best estimates" only. The final price tags of the games may differ by a few dollars and I may ask you to pay a small supplement together with the shipping fees as part of your final payment. If I over-estimate the price of a game, the difference will be applied as a rebate on shipping fees, if no other games have under-estimated price tags. 5) THIS IS AN IMPORTANT FACTOR TO CONSIDER BEFORE PLACING YOUR PRE-ORDER: The money gathered via this pre-order operation will be spent almost immediately to pay homebrew programmers for their work, and to pay other various expenses (like printing boxes) which means that I WILL NOT BE ABLE TO GIVE YOU YOUR MONEY BACK if you decide to cancel your pre-orders before your games are ready to ship. The September releases are not too far away, but you'll have to be patient for the Christmas 2015 and spring 2016 releases. You do have the option of pre-ordering and paying only on the official release day, but please keep in mind that the whole point of this pre-order effort is to gather some funds to pay for my production expenses. This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities.
  23. Hello ColecoVisionados! Today's my birthday, and I can't think of a better day to spread some Team Pixelboy joy! And boy do I have a lot of news to report today! I'm currently taking a web programming class at my local university this semester, and I really wanted to redo the Team Pixelboy web site using what I've learned, but the teacher in that class just gave us a humongous web programming assignment (HTML, CSS, PHP and Javascript all rolled into one, with a little JQuery to spice things up) and it would have been academic suicide to not begin working on that assignment immediately last week. I've got over 20 hours clocked on that assignment so far, and I haven't even begun the Javascript part yet! Yowser! I'd like to say that I'll get around to redoing the Team Pixelboy web site as soon as the semester's over, but I may not get the chance. Keep reading and you'll see why... MYSTERY MAN'S THE MAN IN DEMAND! I've been keeping Mystery Man quite busy these last three months. First of all, we finally got around to doing some serious beta-testing with Boxxle, and we squashed a lot of little bugs in the software. After Boxxle (finally) passed the beta-testing phase, I asked Mystery Man if he would be willing to port the MSX versions of Spelunker and The Stone of Wisdom to the ColecoVision, since Eduardo Mello (who was supposed to do those ports) was still M.I.A. at the time. He graciously accepted and began working on these ports as soon as Boxxle was officially done. He ported both games in record time (I'm still amazed at how fast this guy works) and then he got to work on porting Space Shuttle - A Journey Into Space, which he completed recently. If you've ever played the MSX version of Spelunker, you probably have bad memories of the control scheme in that game. You'll be happy to know that the most problematic of the control issues (namely the jump-off-a-rope problem) has been fixed in the ColecoVision version, making the game quite a lot more enjoyable, but still rather unforgiving if you're not careful. THE PANIC IN JEWEL PANIC A few weeks ago, I managed to successfully compile a 64K version of Jewel Panic, with the help of alekmaul (thanks again, dude!). I still have a lot of work to do on the software, and with my school work and upcoming final exams, I had to bench the project once again. I need to finish this game once and for all in May, because I want to release the game next September. SEPTEMBER RELEASES Since the boxes of Boxxle, Jewel Panic, Spelunker, The Stone of Wisdom, Ghostbusters and Knightmare were printed last year, I should be able to get all those games ready for a September 2015 release, together with the limited-edition release of Front Line SCE. So Knightmare will be released by Team Pixelboy after all? Yep, Eduardo Mello changed his mind (again) about publishing the game and he will let Team Pixelboy publish it. As I write this, I haven't received the release candidate ROM of the game (same goes for Ghostbusters by the way) but if Eduardo can get both games done by the end of May, I should be able to have them beta-tested and put on cartridges in time for the September release deadline. I'M GIVING SANTA SOME COMPETITION THIS YEAR If the above news brought a smile to your face, you ain't seen nothin' yet! You may recall the Team Pixelboy News Bulletin of January 1st 2015, in which I stated that 2015 was going to be my last year as a publisher of ColecoVision homebrew games. I still intend to honor that commitment, but since then, a lot of interesting projects have been sparked into existence, and it looks like Team Pixelboy will end its six-year run next Christmas with quite a bang! Feast your eyes on the Christmas 2015 lineup below! Space Shuttle - A Journey Into Space : Curtesy of Mystery Man, as mentioned a few paragraphs above, the MSX version has been ported to the ColecoVision. I'll be doing the beta-testing on this game myself. The game will require the Super Game Module if played on a ColecoVision, but the SGM will NOT be required if the game is played on the ADAM. And you will find a controller overlay in every box! (Does this feel like a cereal commercial to you?) Super Pac-Man : This is a ColecoVision port of the Sord M5 game Power Pac, done by CrazyBoss. We worked on a new title screen for the game, to make it feel more like the arcade version, but there are a few features missing compared to the arcade game (there's no speed button in the Sord M5 version, for example). Still, it's a very good version of Super Pac-Man for the ColecoVision. Beta-testing is under way, and should be completed soon. Oh, and the SGM will be required for this game on the ColecoVision, but will not be required if you play the game on the ADAM. https://www.youtube.com/watch?v=fbl8ih_2HRM C-So! : I've been eyeing this game for years, and I decided to go ahead and have it ported. If you like Mr Do!'s Castle (like I do) you're bound to like this game too. The SG-1000 version is being ported by CrazyBoss, and there's not much else I can say about this project for the time being, aside from showing a video of the SG-1000 version below. I'm not sure yet if the SGM will be required or not, but it probably won't. https://www.youtube.com/watch?v=lJ3HU5--DYk Caos Begins : This is an excellent MSX homebrew which came in first place at the MSXdev'07 competition. The game has been ported to the ColecoVision by its original designer and coder, Antoni Burguera. (Additional credits go to Corbomite Manoeuver for graphics and Carlo Bandini for music.) The game will require the Super Game Module, and will also come with its own custom overlay, because it uses a few keys on the keypad. Feast your eyes on this video of the MSX version below! https://www.youtube.com/watch?v=nxPeiPupT1M Majikazo : This cute and fun MSX homebrew is coming to a ColecoVision near you thanks to the Lemonize team (Armando Perez as coder, Miguel Angel Fernandez as graphic artist and Carlo Bandini for music and sound effects). Armando was kind enough to prepare a demo version, which contains the first 5 levels of the game. You will find this ROM attached at the end of this news bulletin. The game requires the Super Game Module, but it will also run on the ADAM without the SGM (you will hear sound effects only, however, no music). The demo also contains two different title screens, and I would like you guys and gals to vote for the title screen you prefer. To see both title screens, press the fire button at boot to see the first title screen, and then wait for the character names display to appear again, and then press a fire button to see the second title screen. Please post your vote in this thread (and also your gameplay comments of the demo while you're at it). https://www.youtube.com/watch?v=Z9Bc_ldZZGE Operation Wolf : This is another MSX homebrew which is a rather accurate reproduction of the arcade game of the same name, given the limitations of the MSX (and ColecoVision) hardware. This will also be brought to you by the Lemonize team (Armando Perez as coder and sound designer, and Miguel Angel Fernandez as graphic artist and sound designer). Armando just started porting Operation Wolf to the ColecoVision, and given that the game's difficulty is higher when played with a standard controller, we will investigate ways to adjust the game's features to make it more balanced in terms of challenge. Roller Controller support is not planned, in case you're wondering. As you can probably imagine, this game will definately require the Super Game Module. https://www.youtube.com/watch?v=oTf7Ju3B25k Mecha-9 : Our resident celebrity homebrewer (and all-around nice guy) nanochess is at it again with the sequel to Mecha-8! Design and coding of Mecha-9 has hardly begun so there's basically nothing to show yet, but it will be a top-down vertical shooter like Mecha-8 was. Best of all, just like with Mecha-8, the Super Game Module will NOT be required to play this game, but the music and sound effects will be enhanced when the SGM is plugged in. The following last four titles will be ported by Eduardo Mello. He told me recently that he was willing to port all these games for Team Pixelboy, but since e-mail communications are still rather on-and-off, you should consider these games as "tentative" for now. Of course, I will do everything in my power to get these titles done and ready for the Christmas deadline, but in the end, it's up to Eduardo to get the job done. Secret of the Moai : This will be a port of the Casio MSX game Moai No Hihou, which is a gravity-based puzzle game. It's a rather cute and fun brain teaser, and the ColecoVision always needs more of those. The Super Game Module will probably be required, by the way. https://www.youtube.com/watch?v=SkjM4u2sQcw Mappy : This is an often-requested game for the ColecoVision, and Team Pixelboy will be publishing the port of the MSX1 version. Admittedly, the graphics in the MSX version aren't all that great, but I worked on the sprites a little bit with encouraging results, and I am currently trying to get Eduardo to replace the sprite graphics with my own, to deliver a slightly better-looking version of Mappy. The SGM will probably be required for this game. https://www.youtube.com/watch?v=6WVYRrYjRBc Rally-X : Eduardo always wanted to port the original arcade version of Rally-X (like he did for Pac-Man Collection) but let's face it, it's probably never going to happen. So I offered to publish the port of the MSX version, which looks like a nice and competent version of the arcade game, and Eduardo agreed to do it. The SGM will probably be required for this game. https://www.youtube.com/watch?v=e55UDKQ89F0 Gauntlet : Another SGM-required game that will be a port of the MSX1 version. The ColecoVision definately needs more action adventure games, and this one is a fan favorite. Eduardo will probably find this one to be a challenging ColecoVision port, because the original MSX1 game is a disk-based game, and the machine code, once disassembled, will have to be completely restructured to run in cartridge-based format. https://www.youtube.com/watch?v=sPqXbs3ZjDY So that's no less than 11 games scheduled for next Christmas! And a 12th game may be added to this list, which will be a new title made specifically for the ColecoVision by the author of Caos Begins, Antoni Burguera! I'll provide more information on this new game in a future Team Pixelboy News Bulletin. NOTE: As I stated at the start of this news bulletin, I've been too busy with school work to update teampixelboy.com, so don't bother looking for additional information about the above games on the web site. I'll add them when I find the time, but that may take quite a while. It's just not a priority for me at the moment, and besides, I figure this can wait until I get around to redoing the entire Team Pixelboy web site later this year. BETA-TESTERS NEEDED I'm currently in need of beta-testers for Caos Begins and Majikazo. Send me a PM if you're interested. Later this year, once the release candidate ROMs are ready, I'll be needing beta-testers for C-So!, Operation Wolf, Mecha-9, Secret of the Moai, Mappy, Rally-X and Gauntlet. You can send me a PM about these if you want to help, but I will not select beta-testers for those games immediately. Selection of the beta-testers will happen in May or June only. TEAM PIXELBOY DOING PRE-ORDERS? HELL JUST FROZE OVER!!! As many of you are aware, I'm currently unemployed, and I have to watch my expenses. I think I've acquired a pretty solid reputation over the last few years as a guy who honors his commitments when it comes to meeting deadlines and getting ColecoVision games released on schedule. Getting all the above games released by the end of this year is going to be rather expensive (not to mention very time-consuming) and I'm going to need some help in the finance department. But instead of seeking private funding from a few individuals like I did last year, I'm going to do a sort of crowd-funding effort. In essence, I will let people pre-order the games they want, and pay in advance for them. The problem with this proposition is that I won't know the final price tag of each game until the games are fairly close to their release day. The cost of preparing the printable templates (for boxes and manuals) tends to vary greatly from one game to the next, and there are other factors that influence production costs as well. So I will try to "guesstimate" the final price tag of each game, and when you (the buyer) will pre-pay for the games you want, I will warn you that you may have to pay a small supplement on release day, to cover the difference between my "guesstimates" and the actual final price of each game. The "guesstimated" price tag will not include shipping fees, obviously, so buyers will have to pay shipping fees on the day their pre-ordered games are ready to ship, and whatever supplement applies will be added then. The main goal of this pre-order effort is to be able to pay the homebrew coders (Mystery Man, Armando, Antoni, CrazyBoss, nanochess and Eduardo) as soon as their ROMs have passed the beta-testing phase. Otherwise, I would be forced to make them wait until the games are released (either after September or after Christmas) and this can be problematic, especially for Eduardo Mello because he needs money soon to help in manufacturing more Super Game Modules. Another objective of the pre-order effort will be to pay the printer company for printing all the boxes in a single print order (like it's usually done each year). I haven't worked out all the details of this pre-order effort yet, so please DO NOT contact me (via PM or e-mail) about this for the time being. I will post another Team Pixelboy News Bulletin roughly a month from now, and I will explain all the details of pre-ordering then. By the way, since Eduardo Mello has started to ship the second run of SGMs to customers, I am considering going ahead with the production of new copies of all my old SGM games, at least in a limited on-demand fashion. I think it would be appropriate to include these old SGM games into the pre-order effort. More on that next month... SOME GAMES TO SELL I have a few games in stock, which are listed below. Since I will be concentrating on preparing all the new games for next September and next Christmas, I do not plan on manufacturing any more copies of these games anytime soon. So now's the time to purchase these, if you're considering it: - Gulkave = 4 copies (these are my last remaining copies, I'm out of boxes for this game!) - Girl's Garden = 5 copies - Peek-a-boo = 3 copies - Pitfall II Arcade = 2 copies - Destructor SCE = 1 copy - Star Force = 1 copy - Wonder Boy = 4 copies - The Black Onyx = 2 copies - TwinBee = 3 copies Send me a PM if you want to order any of these. ABOUT CHAMPION ICE HOCKEY The five prototype carts of Champion Ice Hockey have been ready to sell for a while now, but I've decided to wait until Eduardo Mello has finished auctionning off his five Hang-On prototype cartridges before I put my own prototypes on eBay. Prototype #2 of Hang-On is currently up for auction on eBay, in case you missed it. AND JUST BECAUSE YOU WERE BEGGING FOR AN UPDATE... ... retroillucid still owes me 238$. Will he ever pay his debt for the Team Pixelboy games he bought from me (and later sold for pretty much 100% profit)? The saga continues! This concludes this Team Pixelboy News Bulletin. We now return you to your regular forum activities. majikazo_promo.zip
  24. Hello ColecoVision fans. I don't have any news to report today per say (I'm keeping the few news tidbit I have for the upcoming news bulletin of January 1st 2015) but I still used "News Bulletin" as the topic title just so people can find this thread more easely in the future. So anyway, I'd like to wish you all a Merry Chrismas. I hope everyone here gets the presents they hoped for. I'm afraid I don't have any new Team Pixelboy games to release today. I came very close to having Front Line SCE ready, but it didn't work out. But I do have a few Christmas presents to offer, which you can download at the bottom of this post! First present: The ROM of Quest for the Golden Chalice Second present: The ROM of Princess Quest, with permission from nanochess Third present: The ROM of Digger, a new ColecoVision game graciously offered by Mystery Man! Digger is the ColecoVision adaptation of an old PC game, and a clone of Mr Do. Please be advised that the game may still potentially contain some software bugs and is offered as-is. As a fourth present, I'd like to offer some secret codes which haven't been revealed before, AFAIK: Quest for the Golden Chalice: 1) Enter 444555 with the keypad at the title screen to unlock Quests 4 and 5. This is the code you receive when you reach the secret screen (the equivalent of the secret screen in Adventure on Atari 2600). Quest 5 is the randomized version of Quest 4, just like Quest 3 is the randomized version of Quest 2. 2) Enter SQUARE (708273) with the keypad to turn the player's character into a smiling square. The game plays exactly the same otherwise. This is also a code you receive when you reach the secret screen. 3) Enter 865336 with the keypad at the title screen, then enter 00 to 53 during the game to warp to any screen. You can also enter 99 to warp directly to the screen where Mardok the wizard is waiting for you, in Quests 4 and 5 (this is applicable to green and red dragon skill levels only). NOTE: You may get bizarre results if you use this secret debug feature in Quests 1, 2 or 3. 4) Sound test codes which you can enter at the title screen: - 687421: Silence - 687422: Main music - 687423: Victory music - 687424: Easter Egg music - 687425: Dungeon music Module Man: 1) Enter 385 at the title screen to activate the debug mode. 2) Enter 777111 at the title screen to unlock the deluxe mode. Deluxe mode offers one extra carryable item (the Magic Glasses) and I'll let you discover what this item does within the game. 3) Enter 222666 at the title screen to access a hidden mini-game! This concludes this new bulletin. We now return you to your regular Christmas activities. quest_golden_chalice_colecovision.zip princess_quest_colecovision.zip digger_colecovision.zip
  25. Hello ColecoVision lovers! First of all, I'd like to wish everyone here a wonderful New Year. May you be spared the atrocious calamities which inevitably besiege mankind every year, like war, disease, climate disasters, economic woes, etc. But above all that, may your ColecoVision console (or ADAM computer) keep running smoothly throughout 2015 and beyond. Like, it's important to have your priorities straight, you know... So what does Team Pixelboy have in store for your beloved ColecoVision/ADAM this year? Well, one thing you have to know about me is that I'm not the kind of guy who makes New Year resolutions. Such resolutions are just a way to boost one's ego just long enough to make a good impression among family and friends, and then sweep such "life-changing" decisions under the rug when no one's looking. I'm more into making New Year commitments. Where Team Pixelboy is concerned, I am hereby publicly making one single commitment: To have all ongoing projects finished and behind me before 2015 is over. If the software of any ongoing Team Pixelboy project is not finalized by the end of December 2015, that project will be cancelled, pure and simple. If anything happens in 2016 with Team Pixelboy, it will be related to sales and customer service only. The truth is, I don't even want to think about what I'll be doing in 2016, I just want to focus on what I need to do to fulfill this year's commitment of final closure. What are these "ongoing" projects, you ask? They're all listed on teampixelboy.com, and I'm going to list them below as well, but before I do that, I need to mention that the situation with Eduardo Mello being what it is, there's no telling what's going to happen this year with the second run of Super Game Modules. I'm certainly not going to start making promises on Eduardo's behalf, nor am I holding my breath for whatever Opcode Games has in store for us unsuspecting ColecoVision fans. The first day of the New Year is all about making wishes of good will, and I do wish that Eduardo finally delivers what many have already paid for, but just between you and me, I think the guy's just fed up and that's why we hardly ever hear from him anymore. There, I said it. I think it needed to be said. BOXXLE Mystery Man finished the software of Boxxle last summer, but neither me or him have been able to find sufficient time to beta-test it fully, and that's why the release of Boxxle was pushed back to 2015. Since puzzles are structured in groups of ten and the player cannot move on to the next group until all puzzles in the current group have been solved, you can understand how a single error in the puzzle data could prevent the player from completing a puzzle, and thus prevent him from finishing the game. Thorough beta-testing of this game is therefore essential, and it's something I want to do myself, with Mystery Man's help of course. I'll be spending all my free time in January and February beta-testing Boxxle. JEWEL PANIC I made some good progress on Jewel Panic last spring, but I haven't touched that project in several months. Daniel Bienvenu created some awesome background music for the game last summer, after I showed him a work-in-progress version of the game, and with the Jewel Panic boxes already printed, I definately intend to finish that project. But it won't be easy: Not only do I have to code the remainder of the game's features and find a way to compile the source code (in C language) to produce a bankswitched ROM that works with my Activision PCB, I also have to make sure the EEPROM feature works (to save the high score tables) and I also have to fix some graphic glitches that started popping up at runtime after the last modifications I made to the code. After Boxxle's beta-testing phase is done, I will turn my full attention to Jewel Panic, probably in March and April. FRONT LINE - STANDARD CONTROLLER EDITION Almost two months ago, Eduardo Mello gave me a ROM of Front Line hacked to work with standard controllers, just as I requested, and I have to say the game is surprisingly fun to play! Unfortunately, while I was playing this hack I encountered some graphic glitches which Eduardo has yet to fix. So if we choose to look at it in a glass-half-full kind of way, we can say that a simple graphic bug is all that's standing in the way of Front Line SCE's release. Hopefully this will finally be resolved some time this year. GHOSTBUSTERS, THE STONE OF WISDOM AND SPELUNKER Eduardo made a public comment last summer about having made decisive progress with the MSX port of Ghostbusters, but to this day, he still hasn't shared with me a single beta ROM file of the ColecoVision version. If you're reading this, Eduardo, I don't doubt that you've done a lot of work on it, and that you want to finish the job once and for all, but you should know that the clock is ticking... Eduardo is also supposed to do the MSX ports of The Stone of Wisdom and Spelunker, and as far as I know, he hasn't started working on those ports yet. The boxes for those two games are already printed, and since communications between me and Eduardo are so lacking, I'm currently exploring alternatives to make sure that those boxes will not go to waste. SPACE SHUTTLE - A JOURNEY INTO SPACE You didn't see that one coming, did you? Well, maybe you did because I've mentioned my intention to publish this game several times in the past. Publishing a ColecoVision version of Space Shuttle has been a pet project of mine ever since I discovered the existence of the MSX version. And now, I can say with confidence that's it's finally going to happen, because Mystery Man has graciously accepted to tackle the challenge of porting the MSX game to the ColecoVision. You've seen what Mystery Man can do, and I have full confidence in his programming abilities, so barring any unfortunate real-life incident, the only reason Space Shuttle will not get released on ColecoVision will be because of a technical issue for which Mystery Man can't find a workaround. And by the way, for those who are interested in this game, it's pretty much 100% certain that it will require the Super Game Module to function, because the MSX version requires more than 1K of RAM. It's unknown yet whether it will run on an ADAM without the SGM. Each copy of the game will also come with a controller overlay, but that much is obvious. KNIGHTMARE To make a long story short, Eduardo Mello decided to take Knightmare away from Team Pixelboy and release it under his own Opcode Games label. This is kind of a drag considering all the money I spent on the box art, the PDF box template and the actual printing of the boxes. But you know Eduardo, he could change his mind again, and I'll keep those Knightmare boxes in storage just in case he does (until the end of 2015, that is). For now, I have removed Knightmare from the projects listed on teampixelboy.com. OTHER SECONDARY PROJECTS I have some other projects I want to see done this year, the first of which is putting 5 prototype cartridges of Champion Ice Hockey up for auction on eBay. The game hasn't gone through rigorous testing, so the carts will indeed be prototypes, but in order to avoid eBay's seek-and-destroy protocols towards homebrews, I will avoid using the term "prototype" or "homebrew" in the auction description. I'm not sure when these eBay auctions will happen, but it could be as early as March. Another project of mine is producing more copies of past SGM games (Dragon's Lair, Zaxxon Super Game, etc.) but this will only happen once Eduardo Mello ships the second run of SGMs. I've said this many times in the past to many people, but it bears repeating. By the way, I haven't given up on the ColecoVision trading cards project, but looking at how much I'll have on my plate between now and next December with the final roundup of Team Pixelboy games, I don't think I'll have any time to put on even a single series of trading cards. It's a pitty too, because I definately still want to do it. On a final note, I have arcade posters of SubRoc 3D and Buck Rogers - Planet of Zoom, which I used for the box art of SubRoc Super Game and Buck Rogers Super Game. I no longer have any use for these posters, so if you would like to have them, or if you know anyone who would like to have them, please send me a PM. If no one steps forward, I will simply throw them away, as I don't think it's worth the trouble of trying to sell such posters on eBay just to find them a good home. This concludes this Team Pixelboy news bulletin. We now return you to your regular forum activities. Happy New Year!
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