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zzip

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zzip last won the day on October 23 2023

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  1. Atari bought the games, but did they buy rights to the name? Stern seems to still have an active pinball business going.
  2. One other thing I should mention is that the PS5 cannot charge the Move controllers! Or at least not the Move controllers with the older-style USB connector (like mine), and those Move's are very picky about what can charge them! A PC can charge them, if you keep your PS4 around it should charge them (but it will pair them in the process which is annoying)
  3. When I bought my PSVR, my TV didn't have HDR, so I didn't care and saved a little money buying the older VR model. But when I got my PS5, I upgraded to a 4K HDR TV at the same time and there was no way I was going to let my VR unit block that feature, haha Seems like the easiest way to check is from the design of the Breakout Box, if yours looks like this it's the newer model and you have HDR passthru: If it looks like this, it's the old model without passthru:
  4. On that list of six games I posted in my last post, Robinson: The Journey is a PSVR1 game, so I presume that means the rest of them will work? All of my PSVR1 games work. Original PSVR games do work on PS5! There are some things to be aware of if you want to use PSVR1 on a PS5 though: * You need a PS Camera <-> USB adapter, Sony was giving these out for free if you provided your serial number, I don't know if they still are. * PSVR1 only works in PS4 mode, PSVR2 only works in PS5 mode. What that means is you can only use PS4 peripherals with PSVR1 (Dual Shock 4 will work with VR1, but Dual Sense won't) so don't get rid of your DS4's * Likewise, only PS4 games will work with PSVR1- so for instance, you have a VR compatible game like No Man's Sky which has a PS4 version and a PS5 version, you will need to play the PS4 version to work in PSVR1. You can install both versions at the same time, but they use separate saves. * Some PSVR1 games benefit from the higher performance of the PS5 (and PS4 Pro). No Man's Sky looked and performed pretty awful in VR1 on my PS4, but looks great in VR1 on my PS5! I've heard the same is true of Skyrim and some other games too. Finally, the oldest PSVR1 units from 2016 don't pass HDR signals through. Sony revised it to address this, but if you have one of the earlier units and want HDR, then you'll need to set up a switch box so that the PS5 signals go straight to your TV. I happen to have an earlier unit though, so I have flip the switch-box as soon as I power on my PS5 to switch output to the VR.
  5. 99.99% of them work. The list that Sony has on their website of PS4 games that don't work is only six games long: Afro Samurai 2 Revenge of Kuma Volume One Just Deal With It! Robinson: The Journey We Sing Hitman Go: Definitive Edition Shadwen
  6. I think it just comes down to programmer choice, since DK Arcade had a portrat-oriented monitor and home systems where landscape, some home ports preferred to fill the screen horizontally, but not make it look squished vertically. The Atari 8-bit also has 5 platforms like the Coleco version and several others do too. When you try to fill the screen horizontally AND give it 6 platforms it ends up looking stretched and squished (See Atarisoft C64 port and 7800 port to see what I mean) The better looking 6 platform ports don't try to fill the entire screen horizontally:
  7. Cool, These were my two complaints with the game.. Controls were a bit too loose, and graphics looked kind of sloppy. I'll check it out tonight to see how it's improved
  8. Besides drift, the other two issues I have with joycons are that the motion controls accuracy leaves something to be desired, and they disconnect frequently even though they aren't far from the console. Do you know if these improve those aspects?
  9. You should see the games that my Gen-Z kids find! Even weird games like this become viral hits: https://basically-games.itch.io/baldis-basics But there's also stuff like Among Us, Deltarune (pixel art adventure), Powerwash Simulator (all you do is wash the dirt off houses). "Untitled Goose Game" These are all driven by Youtube/Twitch influencers, much like Five Nights At Freddies was. A game doesn't have to be super deep or expensive, it just has to have something that makes it go viral (and if you knew the secret to that you'd be a billionaire). So Atari has a chance to appeal to this crowd but it will take a bit of luck
  10. And it doesn't help that so many of Atari's early IPs have such generic names either. "Swordquest" is a better name for an Adventure/RPG franchise and even had comic books to flesh out the lore, too bad the games sucked! At this point, I think Atari could produce a pixel-art "Adventure" game, (similar to the graphics in Atarimania), but keep the mechanics of the original while expanding-- larger kingdom or multiple kingdoms, more items, more enemies, maybe NPCs, merchants and whatnot. Pixel art games do seem popular with younger generations too so if they do it right they could expand beyond fans of the original.
  11. It's probably not that complicated as a 3D game, you need a landscape with targets, a plane, a jumper, a physics engine, and that's about it. Could probably be done fairly cheap.. unless they expand it with storyline and many more game mechanics.
  12. Atari has a lot of games that are single concept "Sky Diver", "Missile Command", "Lunar Lander" that aren't really great for building franchises around, I would think it would make more sense to build a space franchise around say "Star Raiders" and maybe make this game fit inside that Universe instead of the Lunar Lander Universe?
  13. Adventure looked super-primitive to me even back in 82/83 or whenever I discovered it. Somehow I eneded up playing it anyway, and loving it. I think what I like about it is it was fun to mess around with the various objects, the flicker and invent odd challenges (can we make the bat slay a dragon by flying it into the sword?) Almost like emergent gameplay from a time when you didn't see such a thing. These days when there are all sorts of 'sandbox' games, I'm not sure Adventure would be as much fun to goof around in.
  14. There is a zoom option that you could turn off to get a 1:1 pixel size. Here's a snippet from the manual, I think zoom also has a checkbox in the UI? -z, --zoom <x> This option overrides max width/height options so that e.g. ST-low resolution gets always doubled, and all resolutions (except TT-high) have approximately the same size, like on a real CRT monitor. Zoom factor is then used to scale that up (or down) to the Hatari output window. This way scaling results always in approximately same sized Hatari window. With non-integer zoom factors, linear scaling is used to smooth out the output, with integer zoom factors, scaling is done using nearest neighboring pixels for sharper output. This applies also to window resizes. To avoid zooming for low ST resolutions, use "--zoom 1 --max-width 416 --max-height 276" (if you don't need borders, 320x200 size is enough). Disabling low resolution doubling like this is not recommended for Falcon emulation because TOS v4 bootup and some demos switch resolutions frequently.
  15. Yeah there has definitely been an archive around for awhile, I downloaded PDFs of serveral Compute! magazines in case it disappears.
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