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Posts posted by Cafeman
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quote:
Originally posted by Tempest:If you don't do Tron I'll do it as my second project. Hell, maybe we could work on it together?Tempest
my, aren't we confident?
I'm a bit intimidated by Tron. Like you said, if we did it wrong, we'd be hated and/or laughing stock.
For one thing, what would be the best control? I think twin stick control like in Space Dungeon and Robotron would be best -- didn't the arcade Tron have a paddle rotary knob to aim your shots in the spiders and tanks scenes?
Still, it'd be interesting. You basically have 4 screens. Which 2 screens do you want? The tank game is like a mazechase layout. The bike scene shouldn't be too hard, but may be tough to control with the 5200 sticks. The tons of spiders -- that might be hard, and the rotating breakout level, would take some work I'd think. Hmmm.
Geo -- I think you amalgamized this entire thread into that game! Raptors and baseball!
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I like the idea of 5200 Tron!
Wouldn't that raise a few eyebrows!
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I posted this at DP too, but few people respond there so...
I still like the idea of doing an adventure/rpg style game, since that would fill a hole in the 5200's library. Here is what I'd like to work on, something like this --
What do you think of a game with page-flipped screens like in Adventure, Superman, and Pitfall, but this one is an adventure game with level-up attributes, raptors and other beasts, dark caves, grassy fields, plains, and forest screens. The emphasis is on stealth and strategy in finding 3 pieces of your communicator (shaddap! I know it's trite, but what else are you gonna look for?!!) by following the soft beep of your metal detector.
If you are too loud while walking through certain scenes, you will alert the raptor of your presence, so it pays off to walk (not run) through that part. The strategy of learning *how* to more easily traverse screens is not immediately given away.
In the dark cave screens, you must listen to the sound of your footsteps -- if the footsteps sound a certain pitch, it means you are close to a 'trap' -- if you set it off (or if you are on the screen too long), big monstrous eyes (the cave beast) comes after you.
You must find the 3 pieces (as well as other power ups), level-up your strength (by eating food, and defeating enemies), defense, and agility, and figure out how to get to each screen via some puzzles.
I'm calling it Survivor Theta as of now.... I will not explain why I'm calling it that -- if I make this, it'll be explained at the end of the game.
I welcome honest feedback. (My first game is still gonna be a simple mazechase, just for the experience, though).
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I must be the only person not working at work today.
There seems to be strong interest for 5200 sequels to Adventure and Superman. Those both came up in different places. Also for 5200 ports of classic games like Geo said, Tunnel Runner. I've never seen nor played that game! What kind of retro gamer am I?
I posted my inital thoughts for a RPG/adventure style game above, but I of course can't give more detail without ruining some of the story. If it sounds dull, tell me. I wanted to do something different -- an adventure game where you had to rely on sounds, and you had to learn & use some strategies, not just simple run and jump stuff. In other words, you might not be able to get across a screen until you pick up a certain something, etc.
What makes a game (thinking in the 80's mode here, not the 16-bit mode, with its greater memory and graphics!) have an RPG slant? Would you say adventure is an early RPG? I always considered it an adventure game. I think when people say 'RPG' concerning a new 5200 game, they are thinking in terms of Indiana Jones, Adventure, Riddle of the SPhinx, or Swordquest. Correct or not?
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Well, I think that RealSports Baseball is already fantastic. I could never compete with that. It even talks! Have you played it?
RealsSports Football 5200 was written by the guy who ended up writing the original Genesis John Madden Football for EA. Unfortunately, it's only a 2 player game, so I haven't messed with it much. I could never make a decent football game.
Now, Hockey is an interesting idea. It was never attempted on the 5200, so there is a hole to be plugged. Hockey on the 5200 would really be a pong variant, if you think about it. Hmmmm... write that one down...
Thanks!
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If we could get our hands on source code or a disassembler as Debro mentioned earlier, 8bit ports would be pretty easy.
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I'd have trouble doing pong because I have no real interest in it. It has to be an idea that really sets me on fire. you aren't the first to suggest Pong, though. With the recent PC/PSX version of Pong by Hasbro/Atari, I guess I have little desire on that particular game.
Hey, but thanks for idea, and keep 'em coming. Who knows, in time, I might come back and do a Pong -- it would certainly be easy. But with those 5200 sticks ... ugh!
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I had a problem of some sort and atari800.win wouldn't run any of my 5200 .bin's. However, I haven't had time to figure it out yet.
But I've been meaning to ask (or state) -- with all due respect to the VSS DOS emulator -- playing the games via this emu method is NOTHING NOTHING NOTHING like actually seeing and playing them on the 5200 system itself, at least on my work's PIII set at a high resolution.
The graphics, on the computer monitor, look more lifeless and simple than they do when output from the 5200 to the TV screen. Is this how emulation is? Or is it just the vSS emu?
I've played the PSX and Sega Saturn emu Atari and Williams games -- they are arcade perfect on my TV. I guess I expected that playing old systems emulated on my PC, that the look & feel would be closer to the 5200 on a tv look & feel. Is this (what I've described here) the same on the coleco and 2600 and genesis emulators too? I haven't tried these yet.
I'm getting a new PC, probably it will be delivered today or tomorrow, and I'd like to have a library of emu games. Up till now, I've ignored this aspect of gaming.
Again, all due respect the the VSS emu and the work that went into it. I'm using it as my development machine!
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How similar / dissimilar are Zelda and Space Dungeon?
If I made a Space Dungeon game, but with some puzzles and only 2-way firing...?
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One step at a time for me. My first goal is just to make a good .bin file. But if I (we) get a good enough game (s), of course I'd be all for dumping them to carts. I know there are people who do this, but I am unsure of the method, cost, and contacts one needs.
Thinking some more, I think that the last thing the 5200 needs is another mindless action game. But personally, I wouldn't mind another good maze chase or a good DK-style platformer. But I'm really starting to like the idea of an Adventure-style game. Funny though, that I have NEVER played Adventure other than trying it out at stores! Back then, it wasn't my 'thing'.
Personally, I don't really care if my first efforts look primitive by 5200 standards; what do people expect? But with refinement and experience will come better visuals. If I can master the DLI and/or Kernel ideas to get lots of colors and players on the screen, that will be one obstacle toppled.
I think Matt's game looks pretty interesting. I also thought Qb was interesting (saw it at Philly), and it has puzzle aspects.
One more thing -- now that I'm learning about coding the 5200 -- I have a lot more respect for certain 5200 games I see!
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I'm torn on ideas. My first 'real game' will probably be that mazechase. think about it -- No scrolling and easy collision detection, my kinda first game.
Due to making these recent demos, I started to toy with the idea of an Airwolf game. I made one in Basic yrs ago, it was just kind of a gag game for a buddy who loved the show. It's just an idea at this point.
I'd like to make an adventure game, too. Something like Adventure, which honestly I never played much of. Or something like Pitfall, with the screen flips. I figure if David Crane could make a game like Pitfall on the 2600, I could make something kind of similar on the more powerful 5200.
I think a super hero game would be cool. Problem is, what kind of game would it be? Lots of those early 80's licensed character games were just reused Pacman engines and crap like that.
Anybody else got some ideas? I patiently wait...
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Hi folks. I am currently attempting to refresh my memory of Atari 8bit computer programming, and apply my knowledge to creating some new 5200 games in Assembly language.
Now, before anybody gets excited or anything, my disclaimer -- I just started last month! I am working in conjunction with the efforts of a few other folks with similar interest in coding for the Supersystem (check the programming forum), but it will be a while before I'm 'good enough' at coding for the system to make a real, playable game. I'm starting off slowly!
Still, I'm looking to the future, and I'd like to hear everyone's thoughts -- what kind of game would you like to see? Wouldn't it have been neat to have, say, an Airwolf game? Or a superhero game, like Superman on the 2600? Or a 5200 version of 2600 adventure (or something similar)?
throw me some ideas.
For now, I'm just coding demo's. My first attempt at a real, playable game will no doubt be a mazechase game in the vein of PacMan. Something simple to 'get my feet wet' -- but once I get the skills, I'd like to try something more aggressive. Wouldn't it be cool if we do create something and get Sean to put it on his multicart someday? Hey, you never know!
Thanks,
Cafeman
PS -- I've posted this here, at DP, and AGH, to try to catch all the 5200 fans with opinions!
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Well then stop your yapping, man! And tell me where to find it!
It will be interesting to compare it to VSS!
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Are you saying those Atari 8bit emulators work for 5200 roms? Because the 5200 uses different memory addresses... maybe the emulator accounts for that?
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HAW HAW HAW HAW HAW!
Yep, that's what it'd look like!
I want to see Sonic the Hedgehog.
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I just spent 15 minutes searching for info on this game. Here is my conclusions -- I played both the 2600 ET and the 8bit ET phones home and my memory 'mixed them' into one game.
I remember falling in those holes, that must have been the 2600 version. I also remember the computer version, picking up pieces of the communicator or whatever. Nevermind!
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I don't think so, I think it was E.T. the Extra-terrestrial -- like the 2600 game with better graphics.
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I had the Atari 8bit version. What were the differences, if you know?
I only remember falling into those holes and trying to get out; in fact, on my 1200XL, I think the game crashed a lot, if my memory serves me.
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I didn't know there was a programming board. Okay, let's continue this there, and clog up that board. Poor DEBRO will take 10 minutes just to load up this thread now, only to discover we have left!
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Oh yeah, when I used to program in Basic, I also referred to those Atari graphics modes, but now that I'm using ASM, it's too confusing for me to use both, so I just use the Antic mode number. Antic mode 8 = $48, Antic Mode 2 = $42, easy!
Another thing about your saying 'mode 8 graphics' was that I knew it only offered one color -- and that example is clearly NOT in that mode! I understand what you were saying now.
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I thought that the Armadillo was a Melbourne House symbol (Infogrames Melbourne House) -- is it the official Inforames symbol as well?
Melbourne House is an Australian dev team that made the fantastic Test Drive: Le Mans on Dreamcast, released last fall. THe main man there used to frequent the Dreamcast TEchnical Pages, he answered all our questions about the game's incredible engine which allows 20 detailed cars onscreen, no slowdown, with great weather and lighting and smoke FX and a fast sense of speed. This last paragraph FYI.
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Infogrames bought Hasbro which owned Atari.
Infogrames -- I actually like the company. They are like an Activision now, they buy up smaller dev teams & companies, like, errr, Hasbro and Atari!
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One more thing is that it seems to me that Antic mode A is a good one to use for good graphics -- twice the resolution as Mode 8 it seems, with 4 colors. Sure it eats up twice the memory, but we have a whopping 16K!
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You mean Antic mode 8, right? That's the mode of Dan Boris' example. What's so tough about that?

Looking for unreleased Activision and Imagic titles
in Atari 2600
Posted
schwing!!! I can't believe I'm reading this thread!!
Ken, it's great that Activision is thinking about another CD. But you really need to rerelease the first one with a better emulator. That review by Mr. Hardie does say it all. I can't tell you how disappointed I was with the emu quality of those otherwise excellent titles.
Ken, you also need to put FMV interviews with the activision original guys on the CD. Get Digital Eclipse to produce those sequences for you (if that is possible/allowed), I bet Charla would love to.