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DominiRican05

Colecovision

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I actually have checked those games with the execption of Popeye.  I have both a CV and a 5200 Of those you mentioned I have them all for both systems except for Popeye.  Galaxian I agree the edge goes to CV, but are you saying on those others... Jungle Hunt, Moon Patrol, Pac-Man, that the CV graphics are BETTER ???????  Seriously?????

I guess I'm asking someone very CV biased since you are selling CV games on your website which I didnt realize with my original post.  If you honestly think the CV graphics (and equally important graphic movement and scrolling)  are better then I probably should ask the question...

Considering how much better the 5200 was (back in the day) graphicially how could the CV be pushed to produce graphics like this yet the 5200 cant?

 

...of someone a bit more objective of both systems. ;)

 

Dont get me wrong, I love my Colecovision too, but you'd have to have some kind of one sided bias to say it produced better graphics with the exception of maybe half a dozen games!

 

I really don't understand your question... Are you trying to suggest that the CV isn't able to produce those graphics? If it is the case I suggest you to attend a classic gaming expo later this year. I am sure you will be surprised. :twisted:

If you really believe the Atari 5200 can produce better graphics, then I challenge you to prove. Show me the screenshots. You can use modern Atari800 games if you want...

I can tell why you aren't going to find better graphics on the A5200:

1) The A5200 screen resolution is really outdated (160 pixels horizontally). The CV uses a more modern 256 pixels horizontally, which was used by all modern videogames up to the SNES days (and almost all arcades from the 80s)

2) The A5200 sprites are almost useless, since they are just 8 pixels wide. In the other hand the CV uses 16 pixels wide sprites. Try to reproduce the Pac-Man ghost using just sprites in the 5200.... Or even the Pac-Man itself. Or the Galaga invaders. Or the Dig-Dug characters. Or... well, you can't (in fact you can, but you will need all four sprites to reproduce a single character).

3) The 5200 can display just 4 colors per scanline, while the CV can display all 16 colors. This reason alone explain why you can't produce games with graphics like those.

 

At last, your attempt to debunk my opinion based on the fact I sell CV games is just silly. Your opinion is based only in your personal taste and even so I didn't say it was very 5200 biased (though I am saying now)...

 

Eduardo

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I actually have checked those games with the execption of Popeye.  I have both a CV and a 5200 Of those you mentioned I have them all for both systems except for Popeye.  Galaxian I agree the edge goes to CV, but are you saying on those others... Jungle Hunt, Moon Patrol, Pac-Man, that the CV graphics are BETTER ???????  Seriously?????

I guess I'm asking someone very CV biased since you are selling CV games on your website which I didnt realize with my original post.  If you honestly think the CV graphics (and equally important graphic movement and scrolling)  are better then I probably should ask the question...

Considering how much better the 5200 was (back in the day) graphicially how could the CV be pushed to produce graphics like this yet the 5200 cant?

 

...of someone a bit more objective of both systems. ;)

 

Dont get me wrong, I love my Colecovision too, but you'd have to have some kind of one sided bias to say it produced better graphics with the exception of maybe half a dozen games!

 

I really don't understand your question... Are you trying to suggest that the CV isn't able to produce those graphics? If it is the case I suggest you to attend a classic gaming expo later this year. I am sure you will be surprised. :twisted:

If you really believe the Atari 5200 can produce better graphics, then I challenge you to prove. Show me the screenshots. You can use modern Atari800 games if you want...

I can tell why you aren't going to find better graphics on the A5200:

1) The A5200 screen resolution is really outdated (160 pixels horizontally). The CV uses a more modern 256 pixels horizontally, which was used by all modern videogames up to the SNES days (and almost all arcades from the 80s)

2) The A5200 sprites are almost useless, since they are just 8 pixels wide. In the other hand the CV uses 16 pixels wide sprites. Try to reproduce the Pac-Man ghost using just sprites in the 5200.... Or even the Pac-Man itself. Or the Galaga invaders. Or the Dig-Dug characters. Or... well, you can't (in fact you can, but you will need all four sprites to reproduce a single character).

3) The 5200 can display just 4 colors per scanline, while the CV can display all 16 colors. This reason alone explain why you can't produce games with graphics like those.

 

At last, your attempt to debunk my opinion based on the fact I sell CV games is just silly. Your opinion is based only in your personal taste and even so I didn't say it was very 5200 biased (though I am saying now)...

 

Eduardo

 

No, I wasn't saying the CV can't produce those graphics. My question was that if the CV does produce graphics like you posted, knowing the 5200's original run of games did indeed have better graphics, then why would you say the 5200 couldn't produce those graphics as well...?

And as far as your 1,2,3, and suggestion to produce screenshots, I'm not a techhie, nor do I need to post pictures. If the 5200 is so substandard to the CV, then how are the graphics better on most games?

And sorry you took offense, but you are selling a product, it would be in your best interest to give props to the CV. And especialy when you come to an Atari board, and make a post like you did intitially with the laughing smilies saying the 5200 cannot POSSIBLY produce equal quality graphics when it clearly does, I simply put two and two together. ;)

I'll take your word for it that the CV has better capacity, but I still wonder how the 5200 takes such a lesser system and produces for the most part better graphics. Or, in the few games where the CV's graphics are better, the 5200 can produce them without "jerking" like the CV does on many of its games. Since you mention A800 conversions, a good dcomparison would be Donkey Kong. The (now) 5200 version has all four screens, much sharper graphics, intermissions, and no flicker. When you smash a barrel, it "issolves" like in the arcade, on the CV it just...disappears. The flame monsters look like flame monsters on the 5200/800 version, where on the CV they look like the same ones on the 2600 version for goodness sake. :ponder:

Yes that's opinion, and yes it's 5200 biased. My bias came from owning both systems and weighing the quality of both. If I only owned the 5200 and/or were programming games for it, one would have reason to question my opinion.

 

I guess you sort of answered me question though, wih 1,2&3 as to how the CV can produce graphics like the screenshot you posted for Gradius and how the 5200 cannot. I'd be curious to hear from a 5200 officianado as to whether or not your explanation is correct.

Regardless, I still not only stand behind what I say about the graphics for gmes currently available, but I'll be buying a copy of Gradius when available for the CV. :thumbsup:

 

Im a fanboy of both systems. I just prefer the 5200 in a close tie.

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How easy it is to port games from the MSX to the Colecovision. Same CPU, VPU and very similar PSGs. Same amount of Video RAM, but don't expect to port disk games because most MSXs could boast 64KB of system RAM while the Coleco can only has 8KB. But didn't that Penguin game come out as Antarctic Adventure pre-crash?

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The (now) 5200 version has all four screens, much sharper graphics, intermissions, and no flicker. When you smash a barrel, it "issolves" like in the arcade, on the CV it just...disappears. The flame monsters look like flame monsters on the 5200/800 version, where on the CV they look like the same ones on the 2600 version for goodness sake.

 

You too are apparently unaware that a Coleco prototype of Donkey Kong has been found that fixes all of the issues you point out (well, maybe not the flicker). So all these issues were not a limitation of the Colecovision itself.

 

Coleco cut corners with the released version of Donkey Kong, either to (a) go with a smaller ROM to save money, (b) meet a rushed deadline, or © lazy programming.

 

Same goes for Smurf. I'm sure it could have been a scrolling game rather than a screen-based game. It wasn't, either due to rushed or lazy programming, in my opinion.

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The (now) 5200 version has all four screens, much sharper graphics, intermissions, and no flicker. When you smash a barrel, it "issolves" like in the arcade, on the CV it just...disappears. The flame monsters look like flame monsters on the 5200/800 version, where on the CV they look like the same ones on the 2600 version for goodness sake.

 

You too are apparently unaware that a Coleco prototype of Donkey Kong has been found that fixes all of the issues you point out (well, maybe not the flicker). So all these issues were not a limitation of the Colecovision itself.

 

Coleco cut corners with the released version of Donkey Kong, either to (a) go with a smaller ROM to save money, (b) meet a rushed deadline, or © lazy programming.

 

Same goes for Smurf. I'm sure it could have been a scrolling game rather than a screen-based game. It wasn't, either due to rushed or lazy programming, in my opinion.

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You too are apparently unaware that a Coleco prototype of Donkey Kong has been found that fixes all of the issues you point out (well, maybe not the flicker).  So all these issues were not a limitation of the Colecovision itself.

 

 

Really? Where? Can it be played on an emulator or more importantly put onto cartridge to play on the real thing??? I'd love to see it!

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You too are apparently unaware that a Coleco prototype of Donkey Kong has been found that fixes all of the issues you point out (well, maybe not the flicker).  So all these issues were not a limitation of the Colecovision itself.

 

 

Really? Where? Can it be played on an emulator or more importantly put onto cartridge to play on the real thing??? I'd love to see it!

 

I'm pretty sure I have the rom at home, I'll check and post it tonight if I still have it.

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You too are apparently unaware that a Coleco prototype of Donkey Kong has been found that fixes all of the issues you point out (well, maybe not the flicker).  So all these issues were not a limitation of the Colecovision itself.

 

 

Really? Where? Can it be played on an emulator or more importantly put onto cartridge to play on the real thing??? I'd love to see it!

Cartridges were released for Super Donkey Kong (or Donkey Kong Super Game) and Super Donkey Kong Jr. (or Donkey Kong Jr. Super Game) to address these issues. I have both carts.

 

Troy

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You too are apparently unaware that a Coleco prototype of Donkey Kong has been found that fixes all of the issues you point out (well, maybe not the flicker).  So all these issues were not a limitation of the Colecovision itself.

 

 

Really? Where? Can it be played on an emulator or more importantly put onto cartridge to play on the real thing??? I'd love to see it!

Cartridges were released for Super Donkey Kong (or Donkey Kong Super Game) and Super Donkey Kong Jr. (or Donkey Kong Jr. Super Game) to address these issues. I have both carts.

 

Troy

 

Ah! All one has to do is look...I found Super DK at least. How did you get yours on cart?

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The Super Donkey Kong and Super Donkey Kong Junior were prototypes and never released. The Super Donkey Kong has all 4 screens, but the factory screen doesn't include collision detection. Here are cartridge versions that I sell:

 

http://www.geocities.com/double_down_on_11...lecoVision.html

 

Just click on the link for each game to see a detailed description of the differences between the "standard" and the "super" versions are a long with screen shots and cartridge scans.

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