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Scott Stilphen

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  1. Thanks
    Scott Stilphen got a reaction from nads in Battlezone - Atari 2600   
    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
  2. Like
    Scott Stilphen got a reaction from MaximumRD in Battlestar Galactica   
    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:

  3. Thanks
    Scott Stilphen got a reaction from Justin in Battlestar Galactica   
    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:

  4. Like
    Scott Stilphen got a reaction from RickR in Battlestar Galactica   
    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:

  5. Like
    Scott Stilphen got a reaction from atarilbc in Squad Challenge - Battlezone (Atari 2600)   
    It's the same basic strategy used for the original arcade version.
  6. Like
    Scott Stilphen got a reaction from Justin in Squad Challenge - Battlezone (Atari 2600)   
    It's the same basic strategy used for the original arcade version.
  7. Like
    Scott Stilphen got a reaction from nads in Squad Challenge - Battlezone (Atari 2600)   
    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.


  8. Like
    Scott Stilphen got a reaction from atarilbc in Squad Challenge - Battlezone (Atari 2600)   
    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.


  9. Like
    Scott Stilphen got a reaction from RickR in Squad Challenge - Battlezone (Atari 2600)   
    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.


  10. Like
    Scott Stilphen got a reaction from Justin in Squad Challenge - Battlezone (Atari 2600)   
    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.


  11. Like
    Scott Stilphen got a reaction from Justin in Cold Case! - new for the Odyssey2   
    http://www.ataricompendium.com/game_library/classifieds/o2carts.html
  12. Like
    Scott Stilphen got a reaction from RickR in Cold Case! - new for the Odyssey2   
    http://www.ataricompendium.com/game_library/classifieds/o2carts.html
  13. Like
    Scott Stilphen got a reaction from Arenafoot in Homebrew Titles that had 100 copies?   
    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.
  14. Thanks
    Scott Stilphen got a reaction from slobu in Homebrew Titles that had 100 copies?   
    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.
  15. Like
    Scott Stilphen got a reaction from RickR in TI 99/4a Munchman II repro cartridge   
    $15 shipped.  PM me if interested, thanks.




  16. Like
    Scott Stilphen got a reaction from Justin in [SOLD] VCS Custer's Revenge   
    This is sold.
     
     
     
     
  17. Like
    Scott Stilphen got a reaction from Justin in Has my cart split its mortal coil???   
    Try a green 3M Scotchpad.  Those work great on edge connectors.

    If that doesn't work, try a piece of fine-grit sandpaper.
    If that doesn't work, that cart is dead.  That board uses COB (chip-on-board), so there's no option to reflow any solder joints.  If you're really bored, you can fill in all the pass-through holes on the pcb with solder, but beyond that, there's nothing else you can do.
  18. Like
    Scott Stilphen got a reaction from Atari Creep in Has my cart split its mortal coil???   
    Try a green 3M Scotchpad.  Those work great on edge connectors.

    If that doesn't work, try a piece of fine-grit sandpaper.
    If that doesn't work, that cart is dead.  That board uses COB (chip-on-board), so there's no option to reflow any solder joints.  If you're really bored, you can fill in all the pass-through holes on the pcb with solder, but beyond that, there's nothing else you can do.
  19. Like
    Scott Stilphen got a reaction from Justin in Was the Atari 2600 Video Touch Pad a mistake?   
    Having the keypad certainly made playing Star Raiders easier, but Atari could have implemented all the functions by using the console switches or another joystick, much like how Activision did with Space Shuttle, Sega with Spy Hunter, and Telesys with Stargunner.  By the same token, 3rd-party companies could have supported the keypad (ex: Activision with Space Shuttle), but CommaVid was the only one (with MagiCard).  Atari only released 5 carts that supported the keypads (Keyboard Controllers) between 1978-1980:
    A Game of Concentration
    BASIC Programming
    Brain Games
    Codebreaker
    Hunt & Score
    Star Raiders was the only cart that used both the joystick and keypad (Video Touch Controller).  Activision, Imagic, and Starpath came out with their own Star Raiders knock-offs (with Starmaster, Star Voyager,and Phaser Patrol) - none of which used the keypad.  So the keypad wasn't so much of a necessary item for Star Raiders, but as you mentioned, I'm sure Atari's Marketing wanted the opportunity to remind everyone they could have games using keypad controllers as well (which they certainly did with the 5200).
    The following year was when Atari decided to re-do the keypad again (with the Kids Controller) and planned to support it with no less than 8 titles:
    Alpha Beam with Ernie
    Big Bird's Egg Catch
    Cookie Monster Munch
    Grover's Music Maker
    Holey Moley
    Monstercise
    Oscar's Trash Race
    Peek-a-Boo
    The Driving Controller is really one I had hoped Atari would have supported more.  It's the perfect controller for driving games, and a combination of that and a joystick (for shifting) would have been ideal.  But other than 2 homebrews (Stell-A-Sketch and Thrust Plus: DC), Atari's Indy 500 was the one and only driving game to use it.  Paddles really weren't ideal for driving games, yet Atari used them for Night Driver,  That was a very popular title and its release would have been an excellent time to reintroduce the Driving Controllers, as would have the later (top-down) version of Dukes of Hazzard (had it been released) and Pole Position.  When Coleco came out with their own driving controller (Expansion Module #2), I immediately thought that was something Atari should have released years before.  Would have been nice if homebrew programmers utilized that with new games, or hacked versions of existing ones.
  20. Like
    Scott Stilphen got a reaction from CrossBow in [SOLD] VCS Beat 'Em & Eat 'Em sealed/boxed!   
    This is sold.
     
     
     
     
     
     
     
     
     
     
     
     
     
  21. Like
    Scott Stilphen got a reaction from RickR in What the....   
    There's also Blip Football for the VCS.
     
     


  22. Like
    Scott Stilphen got a reaction from Justin in Atari : A Visual History Book is LIVE on Kickstarter   
    Thanks for the update, Darren.  I'll echo the comments of others in saying I'm looking forward to this.
  23. Like
    Scott Stilphen got a reaction from btbfilms76 in Atari Barrel Pong 1973   
    I came across a company called Bradbury Barrel (http://www.bradburybarrel.com/).  In the 'displays' section, at the bottom of the page, is the 'space saver wine merchant' which has a notched barrel mounted on top of a small cabinet.  So I emailed them for a quote.  $379.  Maybe if it was full of wine... which it isn't.
  24. Like
    Scott Stilphen got a reaction from Arenafoot in VCS Arkyology cart   
    $25 shipped.  PM if interested, thanks.


  25. Like
    Scott Stilphen got a reaction from MaximumRD in New Syzygy 3200 Console!   
    I've only ever seen the rubber boot version, and a friend of mine got the original (4-port) version as soon as it came out (late 1982). I got mine the following year, and it was the 2-port version by then.  Now, other systems had the style you're describing (Apple, PC, etc) but those are usually self-centering, something the 5200 sorely needed.
     
    Considering most arcade games back then used digital (4 or 8-way) joysticks, it was a horrible decision to use an analog joystick for a system who's library comprised mostly of arcade ports.
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