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Scott Stilphen

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Everything posted by Scott Stilphen

  1. John Champeau proves once again why he's the best at doing arcade ports for the VCS (and puts the 7800 version to shame in the process):
  2. This is an early 7800 console model (with the Expansion port) that's been modified with Eckhard Stolberg's Atari 7800 Developers code. With the added PC parallel port cable, you can dump 2600 and 7800 carts, as well as develop 2600 and 7800 games. For 2600 games, you can upload files maybe 10 times faster than a Supercharger! See the link to Eckhard's page above for the software and instructions on how to use it. One corner of the case has been cracked, but the system works perfectly fine otherwise. The system has also been modified to use a VCS/2600-style power supply in addition to the original 7800 power supply. This package includes: • Atari 7800 ProSystem with developer package • AC Adapter • RF cable with coax adapter • 25 game cartridges (listed below) Atari VCS/2600 carts Air-Sea Battle Asteroids Berzerk Bowling Casino Circus Atari Combat Defender Demons to Diamonds Dodge 'Em Football Haunted House Home Run Human Cannonball Maze Craze Missile Command Night Driver Pac-Man Space Invaders Super Breakout Video Pinball Warlords 7800 carts Dig Dug Ms. Pac-Man Xevious All the cartridges have been tested and are fully functional as well. Price $100 plus $25 shipping (continental U.S.). *** THIS IS SOLD ***
  3. Yes! Finally And very cool of Ron Fortier to chime in.
  4. I agree. From what he's said were his plans for AirWorld over the years, it was far from yet another rehash of the same game, which is all FireWorld and WaterWorld were (and in retrospect why the whole contest was pretty much doomed from the start, since there was never a great vision for the games to begin with). It's a shame he never kept a copy of the code he had at the point it was cancelled, but there's only one person on the planet who could possibly make the game, because he's the only one who had the idea for it. I don't know if doing a Kickstarter or GoFundMe campaign would be enough to 'light a fire' under him, and given how often he changes his accounts of his experiences at Atari, and how 'serious' he claims to have been back then about his work, there are plenty of stories about how goofy and doped up he was, and how hard it was to motivate him to complete projects (his former manager at Atari, Dennis Koble, stated Tod had trouble focusing on deadlines even back then, so it would appear that's still very much an issue with him). If he made a concerted effort to show he was serious about doing it, I have no doubt he'd have plenty of backers from the community, but unless he does, I think it would be a wasted effort for anyone to initiate it. But personally, I'd sooner start a fund campaign to have the 4th comic book done
  5. Yeah, Tod claims he has plenty of time to defend his Pac-Man game - a game that by every possible metric is undefendable. Yet for all his plans to recreate all his tech demos, to fix Pac-Man (which several people have already done), and to finish up SwordQuest AirWorld, he's quick to admit he probably won't get around to doing them.
  6. The nubs fit into holes that are in the controller jacks on the 2600 JRs, Sears Video Arcade II, 2800, and 7800 systems, with the intention likely being to make the controller plugs fit more securely in the jacks, to keep them from falling out during use. The same design was also used on the 5200 jacks and controller plugs. The easy 'fix' to making them fit the older-style jacks is to simply file them down
  7. All the games in that list were made in 1981 or earlier, with some being released in 1982 (like Ms. Pac-Man). Jack the Giantkiller (which I don't think is the game in question) was made and released in 1982.
  8. That controller was originally designed by Atari for "Army Battlezone": http://www.ataricompendium.com/game_library/easter_eggs/arcade/arcadebattlezone.html
  9. I don't know of any source code available for this game, but being it's only 2K, it shouldn't be difficult for any 6502 programmer to do.
  10. A local news station did this piece from 1982: https://wnep.com/2019/03/25/video-vault-video-games-just-a-fad/ Games shown: Galaga (Midway) Ms. Pac-Man (Midway) Pac-Man (Midway) Congorilla (Orca) Space Battle (Mattel Intellivision) Tempest (Atari) Monaco GP (Sega) Super Cobra (Stern) (unknown game to left of Super Cobra) Asteroids (Atari) Battlezone (Atari) Challenger (Centuri) Vanguard (Centuri) (unknown Universal game to right of Vanguard)
  11. There's a great documentary about it that was done in 2003: As well as a couple retrospect videos about the original and the BG 1980 'sequel': https://www.youtube.com/watch?v=Af6wuq0h6Fc https://www.youtube.com/watch?v=2RWpZlin6so Personally I loved the show when it first came out. Here was a show that boasted the same special effects that were in Star Wars, with ships flying around in space having laser battles. The sequence showing a Viper ship launching and hitting Turbo was also cool to see (at first..). The main characters Apollo (perfect scifi name, given the Apollo moon missions were still recent enough) and Starbuck (basically Han Solo, complete with laser pistol) were interesting enough, not to mention the bevy of beauties that were always around them. There was even a robotic dog (which was actually a monkey in a costume!). The effects were done by John Dykstra - the same person who headed Lucas' Industrial Light and Magic division which created the special effects for Star Wars. Dykstra left ILM before SW was released, and set up his own special effects company, Apogee, with a few ex-ILM folks, and the first project they worked on was BG. Seeing screens showing squadrons of Cylons and Vipers in vector graphics was also very reminiscent of Star Wars. The show borrowed from Fred Saberhagen's Berzerker series of stories, which tell about an ongoing war between humanity and the Berserkers - self-replicating war machines programmed with one main objective: destroy all life. They were created by the Builders, who were humanoids with a single, 'sliding' eye. Both found their way into Battlestar Galactica in the form of the Cylons and their Base Stars. The Cylon's sliding red eye and monotone voice was the stuff of nightmares to a kid back then It was a great audio and visual effect, which were used in Stern's Berzerk (the sliding red eye also appeared again in another show, Knight Rider). It's a shame the series was cancelled after 1 season, but watching the show years later, it's not hard to see why it was cancelled. After seeing the same handful of special effects footage shown repeatedly, and the same Viper ship launching and "turbo-ing", you realize where most of the budget went (ironically, Dykstra left ILM over Lucas being upset with the effects being over budget and over time. Have to wonder if the same issues doomed BG). Plus the stories run the gambit from very entertaining to very poor. The followup (BG 1980) was just awful, save for maybe the last episode (featuring Starbuck and the Cylons), which was certainly "too little, too late", though there was one special effect from the show that was noteworthy - the time travel visual effect. You've seen the same effect before, in Atari's Star Wars arcade game, when you destroy the Death Star. Atari had plans to create a laserdisc game based on the show, but the project only went as far as this test footage that was assembled: https://www.youtube.com/watch?v=hoUwU6dqSsQ Notice the intro shows a similar "flying through rings" effect Mattel nearly had the first BG video game. Space Battle for the Intellivision (and Space Attack for the VCS) was to be that game, but someone failed to realize they only had the license for electronic games, not video games. The graphics were left unchanged, which is why the enemy ships look like Cylon Raiders. But BG actually influenced another game the year before - Atari's seminal Star Raiders. The game has the player battling the Zylons, with the fighters using Star Wars' Tie-Fighters and the same BG Base Stars:
  12. Battlezone Atari 2600 Difficulty: Game 1 High Score: 359,000 February 28th, 2019 Battlezone Atari 2600 Difficulty: Game 2 High Score: 182,000 February 28th, 2019
  13. It's the same basic strategy used for the original arcade version.
  14. 182,000 I use the tried-and-true strategy of turning and going in reverse. Don't let the tanks get behind you, no matter what. Keep them off to the sides. When you see a shot fly past you, that's when you turn to shoot them.
  15. http://www.ataricompendium.com/game_library/classifieds/o2carts.html
  16. FYI The video and account have been removed. There's a picture of the original "coyote" costume in my interview with Jerry Donaldson: http://www.ataricompendium.com/archives/interviews/jerry_donaldson/interview_jerry_donaldson.html
  17. Most every time an old show is redone (Twilight Zone, Outer Limits, Star Trek, etc), there's 'diminishing returns' you might say. It's worth nothing this is the third time TZ is being revived (the first time was in the mid-80s). In regards to the original TZ series, Rod Serling's narration was certainly memorable, but it was the quality of the writing/writers that made that show iconic. So many of the ideas and topics from that original run were truly ground-breaking, and still reverberate through other shows and films today. That was science-fiction when most of it was still truly fiction. There were shows depicting people traveling to other planets years before the first satellite (Sputnik) went into orbit, let alone the first person to reach outer space. Take a show like The Lonely (prob my fav TZ episode). Within 5 minutes, you completely forget it's in b&w and filmed in some barren area. The story and acting just grab you and everything else melts away.
  18. Another pipe dream project that went nowhere, and like the 3200, the thread only lasted 2 weeks and then.. silence. https://groups.google.com/forum/#!search/jerry$20jessop$20decoder/comp.sys.atari.8bit/fwDnS_i2Xoo/tq39rzsAWvYJ New 8-bit computer full of extra features, with plans to make 100 and sell for $120 each. Yeah, that sounds familiar, but he claimed he had the engineers to do it (I thought HE was an engineer, though?) Once again focusing on plastic shells and packaging, with the motherboard being the last part he’s focused on. Renowned former Atari alumni Jerry Jessop told him his idea of hacking the system to offer RGB output wasn't possible, and the project became vaporware soon after that.
  19. I would be embarrassed to attach my name to something like that, let alone sell one (and for nearly $100 at that). Someone could write a 'How Not To' book based on those photos, or 'How To Waste $40 in Materials'. Damn. What a box of 'fail'. From poor layout design and construction (destroying a mounting post for the shell for a button that doesn't even fit properly?) to complete lack of wire management, to poor soldering skills (wires already falling off? Looks like he used general purpose acid core solder - same stuff used on pipes!). Even grade school shop projects don't look this bad. And on top of everything, you get a used paddle controller, instead of a new one from Best Electronics. You did a nice job trying to polish that turd, crossbow, but as the saying goes, you can put lipstick on a pig, but it's still a pig (or was it a wig on a pig?).
  20. I was thinking something similar to the Sega Spy Hunter coupler. The top joystick can easily be rewired so that the directions are correct for other games.
  21. $30. How much were the ones on Etsy? It would be nice if someone was 3D printing the VCS coupler for Spy Hunter, or one that would support all these: http://www.ataricompendium.com/faq/faq.html#software13 Radar Lock - left joystick controls plane; right joystick selects weapons. Raiders of the Lost Ark - left joystick controls the inventory strip; right joystick controls your character. Riddle of the Sphinx - left joystick controls your character; right joystick controls your inventory strip. Spy Hunter - uses the fire buttons from both joysticks. A plastic joystick holder was included, which allowed you to snap 2 standard Atari sticks in and operate them as if they were one controller. Star Raiders - both a joystick (in the left port) and a Video Touch Pad (in the right port) are used. Stargate - left joystick controls the ship and firing; right joystick controls Inviso, Hyperspace, and Smart Bombs.
  22. 3-D Rubik's Cube - 250 copies were made. Actionauts - 250 numbered copies were made, with an additional 50 "unnumbered" copies (but from what I've heard, those are numbered as well). Boulder Dash - 250 copies were made. Bouncin' Baby Bunnies - 60 copies in first run. Good Luck, Charlie Brown - 50 copies were made. Halo 2600 - 130 copies were originally sold at CGE2K10 with a black label. Lasercade - 100 copies were made. Racer - 75 copies were made. CGE releases: Bugs Bunny, Combat Two, Crack'ed, Elevator Action, The Entity, Looping, Pick Up, RealSports Basketball, Snow White - 250 copies of each were made. VideoSoft releases: 3-D Genesis, 3-D Ghost Attack, 3-D Havoc, Atom Smasher, Depth Charge, S.A.C. Alert - 100 copies of each were made.
  23. $15 shipped. PM me if interested, thanks.
  24. I used to have a couple of these. Best Electronics sold these half-clear shells 20+ years ago, usually when buying a prototype copy.
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