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Sabertooth

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  1. Like
    Sabertooth got a reaction from RickR for a blog entry, 013 - Black Widow: Recharged   
    BLACK WIDOW: RECHARGED (VCS)
    Published 2021 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99
    BLACK WIDOW: RECHARGED is a modern take on Atari's vector twin stick-shooter Black Widow (1982). Like all games in Atari's recent "Recharged" series, it includes a neon vector-like graphic aesthetic and more modern gaming elements like power-ups, leader boards, challenges, achievements and more. What sets BLACK WIDOW: RECHARGED apart from the other Recharged titles is that this marks the first time that Atari has ever revisited this IP. There has never been a sequel to the 1982 arcade original and it's a bit of a "deep cut" choice for a reboot. This makes it possibly the most intriguing game coming from Atari and developers Adamvision and SneakyBox!
    BLACK WIDOW: RECHARGED is available on multiple platforms, including: VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic.
    Let’s take a quick look at the VCS version!

    TAKE CONTROL
    The most important element in any twin-stick shooter is the sticks. Fortunately, the VCS Modern Controller is more than up to the task. Using the dual thumbsticks, your spider dances effortlessly across the screen. Control with the Modern Controller is both accurate and responsive. The VCS version also adds support for the Classic Controller in two variations. Using a single Classic Controller, players use the joystick to move and the built-in rotary to pivot and shoot. Alternatively, you can use two - YES TWO - Classic Controllers simultaneously for true twin-stick action! Personally, I prefer the Modern Controller, but the added options for the Classic Controller are pretty cool. If only Atari produced a coupler to secure both sticks...
    There are two game-modes: ARCADE & CHALLENGES.  Both modes can be played in either single-player or couch co-op.  Arcade mode is the main game and is a pure high score chasing affair.  Challenges mode expands the game, providing 40 task-based challenge levels. These serve to unlock achievements but also teach you how to deal with various insects.  In Centipede: Recharged, the developers used various elements - rocks, bombs, mushrooms - to create visual and mechanical variety in its challenge levels.  By way of comparison, the design of BLACK WIDOW is considerably more limited. Challenges feel similar from one to the other despite differences in web barrier layouts and insects.  Further, the difficulty of some of the challenges is really amped up! This might put off some players. It's worth noting that 10 of the challenge levels are exclusive to the VCS.  Other versions of the game have just 30 challenges.  
    The gameplay has strong echoes of the original in that you still control the spider and fight off an endless onslaught of various insects moving across the web.  However, there are key differences.  Where the original used red and green sections of web to indicate barriers, BLACK WIDOW: RECHARGED randomly generates bright white sections which your spider cannot pass.  There are no longer waves to indicate progress.  Instead, the colors cycle on a timed basis to designate "waves." Different insects have different attributes.  One swarms in a circular pattern, one drops power-ups, one takes multiple shots and attacks when hit, one shoots projectiles, and another lays eggs that hatch into exploding bugs.  Most of the insects drop dollar-signed shaped "Grubsteaks" when eliminated.  In the original, these were a source of extra points.  Here, they also charge up a web shot that can be used to eliminate a large number of enemies all at once. It's one of the cooler power-ups in the game.  Other power-ups include 3-spread shot, side shot, 7-spread shot, fear, slow down, rapid fire, shield, and explosive shot.  These must be used strategically to maximize points and help to survive as long as possible.  Action is frenetic and there is a lot going on all at once.  However, the power-ups are generous and the game feels pretty balanced despite its fast pace. 

    Critically, you only have a single life. This game is tough.  You will see the "GAME OVER" screen a lot.  And seeing that screen means that you're starting over from zero.   Gamers that enjoy single life, high score challenges will enjoy this.  Gamers who want multiple lives and the ability to earn extras may not.  For me, I appreciate the design decision and have thoroughly enjoyed chasing my high score.  The game ramps up quickly, so it is never boring to start over again.  Deaths don't feel cheap.  I know immediately where I made a mistake when I die. This doesn't mean there aren't some controller throwing moments though! 

    GRAPHICS
    Like all games in Atari's recent "Recharged" series, BLACK WIDOW: RECHARGED includes a neon vector-like graphic aesthetic. The web, player sprite and enemies are rendered in a simple, yet effective art style that recalls the original arcade game.  The web itself has a subtle motion that emulates the movement of a real web.  The color pallette is limited and cycles every 60 seconds or so to designate "waves."  The overall aesthetic is carried through to the menus, which are all very clean and easy to navigate. Where Centipede:Recharged had static menus in the VCS version, this time they are fully animated, putting VCS BLACK WIDOW on par with the Switch, Playstation and XBOX ports. It's a welcome improvement and one that I hope is implemented in the rest of the series.
    I really like the graphic style that Atari has chosen for the series and its particularly effective in BLACK WIDOW.

    SOUND & MUSIC
    As with Centipede: Recharged, music is one of the strongest points of BLACK WIDOW. For this game and all upcoming Recharged titles, Atari has wisely partnered with composer Megan McDuffee who is known for her work on the River City Girls series, among others. I cannot overstate how awesome the music is. Whether in-menu or in-game, it perfectly compliments the tone of BLACK WIDOW. It may even be better here than in Centipede. 
    The in-game noises are a mixed bag. Some of the bugs - particularly the hornet - make an odd yelping sound when hit. There is a persistent buzzing from the various insects.  These may be distracting to some players.  Otherwise, the pops, shots and explosions generally suit the game. 
    CREATURE COMFORTS
    Like Centipede: Recharged, BLACK WIDOW: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming. Some are progressive. Other achievements are awarded for completion of a single task. If you've played Centipede, these will be familiar. The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game. Compare this to the PS4 version, which utilizes Sony’s trophy system and is linked to a user's profile. It would be nice to have a way to share your achievements.
    The game also includes a leaderboard feature. The leaderboard on the VCS version is currently local only. High scores are displayed in game for both Arcade and Challenge modes. Other versions of the game feature global and friend leaderboards. Apparently Atari is working on a friend and leaderboard feature for the VCS. Hopefully this is implemented soon as competing against others is one of the more fun aspects of classic arcade gaming.

    OVERALL
    BLACK WIDOW: RECHARGED is a solid update to a forgotten game from Atari's classic era. With the 10 exclusive challenges and multiple control options, the VCS version is an easy recommendation for fans of the original game or of twin-stick shooters in general.   It may be the strongest title yet in what's shaping up to be a stellar series! 
    Have you played BLACK WIDOW: RECHARGED on the VCS or other platform? What do you think of the game? 
     
  2. Like
    Sabertooth got a reaction from Justin for a blog entry, 013 - Black Widow: Recharged   
    BLACK WIDOW: RECHARGED (VCS)
    Published 2021 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99
    BLACK WIDOW: RECHARGED is a modern take on Atari's vector twin stick-shooter Black Widow (1982). Like all games in Atari's recent "Recharged" series, it includes a neon vector-like graphic aesthetic and more modern gaming elements like power-ups, leader boards, challenges, achievements and more. What sets BLACK WIDOW: RECHARGED apart from the other Recharged titles is that this marks the first time that Atari has ever revisited this IP. There has never been a sequel to the 1982 arcade original and it's a bit of a "deep cut" choice for a reboot. This makes it possibly the most intriguing game coming from Atari and developers Adamvision and SneakyBox!
    BLACK WIDOW: RECHARGED is available on multiple platforms, including: VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic.
    Let’s take a quick look at the VCS version!

    TAKE CONTROL
    The most important element in any twin-stick shooter is the sticks. Fortunately, the VCS Modern Controller is more than up to the task. Using the dual thumbsticks, your spider dances effortlessly across the screen. Control with the Modern Controller is both accurate and responsive. The VCS version also adds support for the Classic Controller in two variations. Using a single Classic Controller, players use the joystick to move and the built-in rotary to pivot and shoot. Alternatively, you can use two - YES TWO - Classic Controllers simultaneously for true twin-stick action! Personally, I prefer the Modern Controller, but the added options for the Classic Controller are pretty cool. If only Atari produced a coupler to secure both sticks...
    There are two game-modes: ARCADE & CHALLENGES.  Both modes can be played in either single-player or couch co-op.  Arcade mode is the main game and is a pure high score chasing affair.  Challenges mode expands the game, providing 40 task-based challenge levels. These serve to unlock achievements but also teach you how to deal with various insects.  In Centipede: Recharged, the developers used various elements - rocks, bombs, mushrooms - to create visual and mechanical variety in its challenge levels.  By way of comparison, the design of BLACK WIDOW is considerably more limited. Challenges feel similar from one to the other despite differences in web barrier layouts and insects.  Further, the difficulty of some of the challenges is really amped up! This might put off some players. It's worth noting that 10 of the challenge levels are exclusive to the VCS.  Other versions of the game have just 30 challenges.  
    The gameplay has strong echoes of the original in that you still control the spider and fight off an endless onslaught of various insects moving across the web.  However, there are key differences.  Where the original used red and green sections of web to indicate barriers, BLACK WIDOW: RECHARGED randomly generates bright white sections which your spider cannot pass.  There are no longer waves to indicate progress.  Instead, the colors cycle on a timed basis to designate "waves." Different insects have different attributes.  One swarms in a circular pattern, one drops power-ups, one takes multiple shots and attacks when hit, one shoots projectiles, and another lays eggs that hatch into exploding bugs.  Most of the insects drop dollar-signed shaped "Grubsteaks" when eliminated.  In the original, these were a source of extra points.  Here, they also charge up a web shot that can be used to eliminate a large number of enemies all at once. It's one of the cooler power-ups in the game.  Other power-ups include 3-spread shot, side shot, 7-spread shot, fear, slow down, rapid fire, shield, and explosive shot.  These must be used strategically to maximize points and help to survive as long as possible.  Action is frenetic and there is a lot going on all at once.  However, the power-ups are generous and the game feels pretty balanced despite its fast pace. 

    Critically, you only have a single life. This game is tough.  You will see the "GAME OVER" screen a lot.  And seeing that screen means that you're starting over from zero.   Gamers that enjoy single life, high score challenges will enjoy this.  Gamers who want multiple lives and the ability to earn extras may not.  For me, I appreciate the design decision and have thoroughly enjoyed chasing my high score.  The game ramps up quickly, so it is never boring to start over again.  Deaths don't feel cheap.  I know immediately where I made a mistake when I die. This doesn't mean there aren't some controller throwing moments though! 

    GRAPHICS
    Like all games in Atari's recent "Recharged" series, BLACK WIDOW: RECHARGED includes a neon vector-like graphic aesthetic. The web, player sprite and enemies are rendered in a simple, yet effective art style that recalls the original arcade game.  The web itself has a subtle motion that emulates the movement of a real web.  The color pallette is limited and cycles every 60 seconds or so to designate "waves."  The overall aesthetic is carried through to the menus, which are all very clean and easy to navigate. Where Centipede:Recharged had static menus in the VCS version, this time they are fully animated, putting VCS BLACK WIDOW on par with the Switch, Playstation and XBOX ports. It's a welcome improvement and one that I hope is implemented in the rest of the series.
    I really like the graphic style that Atari has chosen for the series and its particularly effective in BLACK WIDOW.

    SOUND & MUSIC
    As with Centipede: Recharged, music is one of the strongest points of BLACK WIDOW. For this game and all upcoming Recharged titles, Atari has wisely partnered with composer Megan McDuffee who is known for her work on the River City Girls series, among others. I cannot overstate how awesome the music is. Whether in-menu or in-game, it perfectly compliments the tone of BLACK WIDOW. It may even be better here than in Centipede. 
    The in-game noises are a mixed bag. Some of the bugs - particularly the hornet - make an odd yelping sound when hit. There is a persistent buzzing from the various insects.  These may be distracting to some players.  Otherwise, the pops, shots and explosions generally suit the game. 
    CREATURE COMFORTS
    Like Centipede: Recharged, BLACK WIDOW: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming. Some are progressive. Other achievements are awarded for completion of a single task. If you've played Centipede, these will be familiar. The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game. Compare this to the PS4 version, which utilizes Sony’s trophy system and is linked to a user's profile. It would be nice to have a way to share your achievements.
    The game also includes a leaderboard feature. The leaderboard on the VCS version is currently local only. High scores are displayed in game for both Arcade and Challenge modes. Other versions of the game feature global and friend leaderboards. Apparently Atari is working on a friend and leaderboard feature for the VCS. Hopefully this is implemented soon as competing against others is one of the more fun aspects of classic arcade gaming.

    OVERALL
    BLACK WIDOW: RECHARGED is a solid update to a forgotten game from Atari's classic era. With the 10 exclusive challenges and multiple control options, the VCS version is an easy recommendation for fans of the original game or of twin-stick shooters in general.   It may be the strongest title yet in what's shaping up to be a stellar series! 
    Have you played BLACK WIDOW: RECHARGED on the VCS or other platform? What do you think of the game? 
     
  3. Like
    Sabertooth reacted to RickR for a blog entry, RickR Trip Blog - Reno   
    This is a quick blog entry with just a few pictures from a short trip to Reno, NV.  I'm not a gambler, so I visited several museums in the area and had a great time.  Here are a few pics appropriate to this site from the National Automobile Museum (highly recommended if you like cars).  They had tons of cars, all drool-worthy.  But here are a few of the TV-based pieces they had. 
     








  4. Like
    Sabertooth got a reaction from Justin for a blog entry, Annex 001 - Robotron 2084 Controller for Atari 7800   
    Welcome to the first "annex" entry into the Game Cave.  I'll post reviews of homebrews, community projects, and other goodies here. First up, my review of the Robotron 2084 controller for the Atari 7800 by Mike @RetroGameBoyz   I ordered my controller last week after reading about it on the forums and received it on Friday.  It was shipped in a plastic mailer with plenty of bubble-wrap for protection.    
    As many of you know, the Atari 7800 version of Robotron can be played with either one or two controllers.  With one controller, you can only shoot in the direction in which you are moving.  Using a two controller configuration, the first controls the direction of movement and the second controls the direction of fire.  Honestly, this is the best way to play Robotron 2084 and closely mirrors the experience of the arcade version.  That said, as you can imagine, without a coupler, using two unsecured joysticks or gamepads can be difficult. This is where Mike's gamepad comes in.     Using a 3D printed gamepad, modern style pad holder, dual d-pads and two 9-pin cables, the RetroGameBoyz Robotron 2084 controller allows you to play the game in the way that it's meant to be played.  

    First impressions:

    The game pad itself is just about the size of an NES pad.  In the optional holder, it's just a little larger than a Dual Shock 4 and is pretty comfortable.  At first, I was worried that the square-ish shape of the holder would feel clunky.  I'm happy to report that it actually feels quite nice and I don't anticipate taking the pad out of the holder.  

    The parts have that "ridged" look that is typical of things made with a 3D printer. However, this isn't to say that it doesn't feel substantial.  The build quality is legit and the controller responds nicely in all directions.  I really like the custom sticker; it's a nice finishing touch.     The two 9-pin cables are extra long, measuring 9 feet!  No extension cables needed! 

    Let's see how it plays: 

    I really love the 7800 version of Robotron 2084, although I'm not that great at it.  On the default "intermediate" setting, I can generally get up to wave 8 before giving up the ghost.  Playing with one controller requires you to play in a defensive way.  With the dual pad, I was able to get to wave 12 and score over 170,000 points.  Being able to have independent directional control over both movement and fire allows you to play much more aggressively.  Simply put, it's an entirely different - and better - game.     The controller also includes independent fire buttons for use in other 7800 games.  Its important to note, this works with the left pad only; the right pad isn't used outside of Robotron.  I played Xevious, Choplifter, Centipede, Ms. PacMan and Food Fight to put the controller though its paces. I found it to be light, comfortable and responsive. The buttons seem to work correctly.  The d-pads hit all of the directions accurately.  After a solid two hours of gameplay, I didn't feel the least bit of fatigue in my hands.  Compared to the Atari 7800 europad, this controller was at least as good if not better in most every respect.     Final thoughts:   The dual-pad Robotron 2084 controller for the Atari 7800 is a winner.  It looks cool, plays great, can be used for more than just Robotron and - for $49 - is just about the best damn controller you can get for the 7800.  I really like it and can see this becoming my goto for the 7800, 2600 and A8 although Mike has a single pad variant on offer via eBay.    If you want more information on this controller, check out the original thread or visit Mike's eBay link: https://www.ebay.com/sch/retrogameboyz/m.html         




  5. Like
    Sabertooth got a reaction from Gianna for a blog entry, 012 - Centipede: Recharged is Retro-Modern Bug-Blasting Fun!   
    CENTIPEDE: RECHARGED (VCS)
    Published 2021 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99

    CENTIPEDE: RECHARGED, as the title suggests, is a modern update, or “recharge” of Atari’s 1981 arcade classic.  Just like the game that inspired it, CENTIPEDE: RECHARGED is a single screen shooter where you use your cursor to blast bugs into bits!  The tone of the original is largely intact while adding modern gameplay elements like power-ups, challenges, achievements, local co-op and leaderboard.
    The second in Atari’s RECHARGED series, CENTIPEDE: RECHARGED maintains the wireframe pseudo-vector vibe and endless arcade mode originated 2020’s MISSILE COMMAND: RECHARGED.  However, whereas Missile Command was conceived as a mobile game and migrated to consoles, CENTIPEDE: RECHARGED was purpose-made for consoles and PC.  As such, it serves as a bit of a re-launch for the young series and is the first of four planned RECHARGED titles to be released in 2021.  The game is available on multiple platforms, including: VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic. 
    Let’s take a quick look at the VCS version!
    TAKE CONTROL:
    Controller options on the VCS consist of Atari’s Modern Controller, Classic Joystick or third-party gamepad.  Some Centipede purists will no doubt bemoan the lack of mouse/trackball support.  This is completely understandable as the original arcade game was designed with the trackball in mind.  Personally, I find playing with either the Modern Controller or Classic Joystick to be more than adequate. 
    Control is intuitive.  Use the left thumbstick or joystick to move the shooter.  The A button fires.  That’s all there it to it. 
    There is something refreshing about the simplicity of the control scheme. Shooter movement is smooth and responsive. 
    GAMEPLAY:
    Gameplay comes in two flavors:  Arcade and Challenges. 
    Arcade mode will be instantly recognizable to anyone familiar with the original game.  Single screen?  Check.  Mushrooms?  Check.  Centipedes, fleas, spiders and scorpions?  Check, check, check.
    The entire affair is on a single screen but this time its horizontal for modern displays.  Player movement is limited to the bottom third of the play field.  Centipedes enter from the top of the screen and begin their march to the bottom.  Fleas drop from the top creating mushrooms in their wake.  Scorpions enter from either side, moving horizontally in a straight line and turning any mushroom that they touch poisonous.  As in the original, poisoned mushrooms drive the centipedes mad and cause them to race directly to the bottom of the screen.  Spiders still enter from the side, but they serve a different purpose in CENTIPEDE: RECHARGED. Instead of frantically and unpredictably jumping, the spiders move more slowly and serve as the source of important power-ups. 

    Where the original Centipede had clear waves and three lives, CENTIPEDE: RECHARGED features an endless arcade mode where you have one life to attain the highest score possible.  However, progress is noted with color changes.  The onscreen action starts out slowly but very rapidly builds to a frenzy with multiple centipedes, spiders, fleas and scorpions to contend with.  Once the explosions start and the whole screen rains fleas, you can feel very overwhelmed.  Its easy to get boxed in.  Fortunately, there are several different power-ups to aid you on your way, courtesy of the spider. Here's a quick run down of each:
    Spread Shot: A three bullet spread shot.
    Rapid Fire: Increases speed of shots fire.
    Burst: A five bullet spread shot.
    Side Attacks:  Allows simultaneous shooting from the front and to each side.
    Bullet Trail: A powerful trailing shot that cuts through enemies and mushrooms.
    Ghost: The ghost scares centipedes and sends them scurrying to the top and off screen.
    Bomb: These come in two varieties.  The large single bomb icon creates a line of bombs somewhere on screen.  The cluster bomb icon creates a small cluster of bombs somewhere on screen.  When bombs are hit, it clears out bugs and mushrooms with a fantastic fireworks display.
    Slow Down Enemies: Significantly reduces the speed of all onscreen enemies (and the music) while player maintains speed.
    Mirror: Creates a mirror of your shooter at the top of the screen which mirrors your movement and shots.
    Explosive Bullets: A powerful shot that can take out a cluster of bugs or mushrooms.
    Orbiting Bullets: Surrounds the shooter with a circle of orbiting bullets.  These will destroy enemies and mushrooms on contact. 
    Line of Death: A powerful one-shot laser beam.
    Heart: Regenerate your partner in co-op!
    Most power-ups are time limited.  Some are immediate.  You will lose a timed power up if you pick up another while it’s in use.  Learning how to strategically use power-ups is critical to survival.
    Overall, Arcade mode provides a healthy dose of single-screen, high score chasing action that anyone who grew up in the arcades will appreciate.  While great in small doses, it does become somewhat tiresome.  Fortunately, CENTIPEDE: RECHARGED includes a Challenge mode that adds 40 different challenges to the game, 10 of which are exclusive to the VCS. Shout out to Atari for including 10 extra challenges on their home platform!
    Challenge mode provides additional depth and value to the game.  The challenges vary significantly from timed survival challenges where you can’t kill certain enemies, to score challenges, to task challenges. The key to solving some of the challenges is not always obvious. This is equal parts frustrating and rewarding. Careful use of power-ups and a lot of trial and error are required to progress and unlock later challenges.

    Additionally, there is local co-op for two-player action in either Arcade or Challenge modes.  This is a great feature and changes the dynamic of the game.  It's also truly co-operative as you actually work together and share the final score. What’s better than blasting bugs?  Blasting bugs with a friend!

    GRAPHICS:
    As previously noted, CENTIPEDE: RECHARGED maintains the wireframe pseudo-vector vibe originated 2020’s MISSILE COMMAND: RECHARGED.  Clearly inspired by the future-retro esthetic of games like Geometry Wars, players, enemies and mushrooms are rendered in simple and bright neon graphics.  Different shots and power ups result in pyrotechnic spectacles of blooming explosions.  This can be somewhat distracting but looks absolutely fantastic. Additionally, there are subtle background graphics of leaves and plants animated on the sides of the playfield.  Finally, there is an Immersive setting that zooms in the graphics.  This looks very cool and amps up the difficulty as your field of view is limited. 
    The esthetic is carried through to the menus, which are all very clean and easy to navigate.  Recent updates have added animated menu boards to the VCS version, bringing it on par with other platforms.
    One tick against the VCS version is lack of 4K support.  The game runs fine in 1080p but when using the console's 4K setting, the FPS noticeably dips.  For a game like this it hardly makes a difference but Atari heavily advertised 4K support for the VCS.  While 4K performance on the console has improved with continued updates, I recommend this in 1080p only for VCS owners. 

    SOUND & MUSIC:
    Music is one of the strongest points of CENTIPEDE: RECHARGED.  For this game and all upcoming RECHARGED titles, Atari has wisely partnered with composer Megan McDuffee who is known for her work on the River City Girls series, among others. 
    I cannot overstate how awesome the music is.  Whether in-menu or in-game, it perfectly sets the tone of CENTIPEDE: RECHARGED.  That there is no jukebox is a real tragedy.  I’ve found myself letting the menu screen go on in the background.  Its truly enjoyable.  Fortunately, all 16 tracks that Megan has composed for the series are available via her bandcamp. 
    Aside from the music, the in-game sounds have an almost “wet forest” vibe.  Gone is the relentless march of the original.  Instead, the sound of bug movement is quiet and almost “squishy.”  Sure there furious explosions, but there are also juicy pops and various rustling noises.  Its very fitting.

    CREATURE COMFORTS
    CENTIPEDE: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming.  Some are progressive.  Other achievements are awarded for completion of a single task.  For example, “Harvester of Eyes” requires you to kill 800 spiders, whereas “I Am the Storm” is awarded when the player detonates 50 bombs in a single shot. There are 16 achievements in all. 
    The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game.  Compare this to the PS4 version, which utilizes Sony’s trophy system and is linked to a user's profile.  It would be nice to have a way to share your achievements.
    The game also includes a leaderboard feature. Previously, the leaderboard on the VCS version of CENTIPEDE: RECHARGED was local only.  However, the March 2022 update added World and Friend leaderboards to the game. In addition, the VCS leaderboads are viewable and scrollable in AtariOS. This gives the VCS version a leg up on other platforms, which only displays yoiur score plus the 5 adjacent scores. Scores are displayed in game for both Arcade and Challenge modes.  The addition of online leaderboards is a welcome change to the VCS version as competing against others for the High Score is one of the more fun aspects of classic arcade gaming.

    OVERALL
    I wholeheartedly recommend CENTIPEDE: RECHARGED if you are a fan of the original or single-screen shooters in general.  It perfectly captures the spirit of the arcade classic, while adding depth, modern features, excellent music and visual flare that make it relevant for today.  CENTIPEDE: RECHARGED is a future-retro bug-blasting spectacular. If this is where Atari is headed with the RECHARGED series, I’m in!
    Have you played CENTIPEDE: RECHARGED on the VCS or other platform?  What do you think?  What titles are you most excited for in the RECHARGED series?
  6. Thanks
    Sabertooth got a reaction from Justin for a blog entry, 012 - Centipede: Recharged is Retro-Modern Bug-Blasting Fun!   
    CENTIPEDE: RECHARGED (VCS)
    Published 2021 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99

    CENTIPEDE: RECHARGED, as the title suggests, is a modern update, or “recharge” of Atari’s 1981 arcade classic.  Just like the game that inspired it, CENTIPEDE: RECHARGED is a single screen shooter where you use your cursor to blast bugs into bits!  The tone of the original is largely intact while adding modern gameplay elements like power-ups, challenges, achievements, local co-op and leaderboard.
    The second in Atari’s RECHARGED series, CENTIPEDE: RECHARGED maintains the wireframe pseudo-vector vibe and endless arcade mode originated 2020’s MISSILE COMMAND: RECHARGED.  However, whereas Missile Command was conceived as a mobile game and migrated to consoles, CENTIPEDE: RECHARGED was purpose-made for consoles and PC.  As such, it serves as a bit of a re-launch for the young series and is the first of four planned RECHARGED titles to be released in 2021.  The game is available on multiple platforms, including: VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic. 
    Let’s take a quick look at the VCS version!
    TAKE CONTROL:
    Controller options on the VCS consist of Atari’s Modern Controller, Classic Joystick or third-party gamepad.  Some Centipede purists will no doubt bemoan the lack of mouse/trackball support.  This is completely understandable as the original arcade game was designed with the trackball in mind.  Personally, I find playing with either the Modern Controller or Classic Joystick to be more than adequate. 
    Control is intuitive.  Use the left thumbstick or joystick to move the shooter.  The A button fires.  That’s all there it to it. 
    There is something refreshing about the simplicity of the control scheme. Shooter movement is smooth and responsive. 
    GAMEPLAY:
    Gameplay comes in two flavors:  Arcade and Challenges. 
    Arcade mode will be instantly recognizable to anyone familiar with the original game.  Single screen?  Check.  Mushrooms?  Check.  Centipedes, fleas, spiders and scorpions?  Check, check, check.
    The entire affair is on a single screen but this time its horizontal for modern displays.  Player movement is limited to the bottom third of the play field.  Centipedes enter from the top of the screen and begin their march to the bottom.  Fleas drop from the top creating mushrooms in their wake.  Scorpions enter from either side, moving horizontally in a straight line and turning any mushroom that they touch poisonous.  As in the original, poisoned mushrooms drive the centipedes mad and cause them to race directly to the bottom of the screen.  Spiders still enter from the side, but they serve a different purpose in CENTIPEDE: RECHARGED. Instead of frantically and unpredictably jumping, the spiders move more slowly and serve as the source of important power-ups. 

    Where the original Centipede had clear waves and three lives, CENTIPEDE: RECHARGED features an endless arcade mode where you have one life to attain the highest score possible.  However, progress is noted with color changes.  The onscreen action starts out slowly but very rapidly builds to a frenzy with multiple centipedes, spiders, fleas and scorpions to contend with.  Once the explosions start and the whole screen rains fleas, you can feel very overwhelmed.  Its easy to get boxed in.  Fortunately, there are several different power-ups to aid you on your way, courtesy of the spider. Here's a quick run down of each:
    Spread Shot: A three bullet spread shot.
    Rapid Fire: Increases speed of shots fire.
    Burst: A five bullet spread shot.
    Side Attacks:  Allows simultaneous shooting from the front and to each side.
    Bullet Trail: A powerful trailing shot that cuts through enemies and mushrooms.
    Ghost: The ghost scares centipedes and sends them scurrying to the top and off screen.
    Bomb: These come in two varieties.  The large single bomb icon creates a line of bombs somewhere on screen.  The cluster bomb icon creates a small cluster of bombs somewhere on screen.  When bombs are hit, it clears out bugs and mushrooms with a fantastic fireworks display.
    Slow Down Enemies: Significantly reduces the speed of all onscreen enemies (and the music) while player maintains speed.
    Mirror: Creates a mirror of your shooter at the top of the screen which mirrors your movement and shots.
    Explosive Bullets: A powerful shot that can take out a cluster of bugs or mushrooms.
    Orbiting Bullets: Surrounds the shooter with a circle of orbiting bullets.  These will destroy enemies and mushrooms on contact. 
    Line of Death: A powerful one-shot laser beam.
    Heart: Regenerate your partner in co-op!
    Most power-ups are time limited.  Some are immediate.  You will lose a timed power up if you pick up another while it’s in use.  Learning how to strategically use power-ups is critical to survival.
    Overall, Arcade mode provides a healthy dose of single-screen, high score chasing action that anyone who grew up in the arcades will appreciate.  While great in small doses, it does become somewhat tiresome.  Fortunately, CENTIPEDE: RECHARGED includes a Challenge mode that adds 40 different challenges to the game, 10 of which are exclusive to the VCS. Shout out to Atari for including 10 extra challenges on their home platform!
    Challenge mode provides additional depth and value to the game.  The challenges vary significantly from timed survival challenges where you can’t kill certain enemies, to score challenges, to task challenges. The key to solving some of the challenges is not always obvious. This is equal parts frustrating and rewarding. Careful use of power-ups and a lot of trial and error are required to progress and unlock later challenges.

    Additionally, there is local co-op for two-player action in either Arcade or Challenge modes.  This is a great feature and changes the dynamic of the game.  It's also truly co-operative as you actually work together and share the final score. What’s better than blasting bugs?  Blasting bugs with a friend!

    GRAPHICS:
    As previously noted, CENTIPEDE: RECHARGED maintains the wireframe pseudo-vector vibe originated 2020’s MISSILE COMMAND: RECHARGED.  Clearly inspired by the future-retro esthetic of games like Geometry Wars, players, enemies and mushrooms are rendered in simple and bright neon graphics.  Different shots and power ups result in pyrotechnic spectacles of blooming explosions.  This can be somewhat distracting but looks absolutely fantastic. Additionally, there are subtle background graphics of leaves and plants animated on the sides of the playfield.  Finally, there is an Immersive setting that zooms in the graphics.  This looks very cool and amps up the difficulty as your field of view is limited. 
    The esthetic is carried through to the menus, which are all very clean and easy to navigate.  Recent updates have added animated menu boards to the VCS version, bringing it on par with other platforms.
    One tick against the VCS version is lack of 4K support.  The game runs fine in 1080p but when using the console's 4K setting, the FPS noticeably dips.  For a game like this it hardly makes a difference but Atari heavily advertised 4K support for the VCS.  While 4K performance on the console has improved with continued updates, I recommend this in 1080p only for VCS owners. 

    SOUND & MUSIC:
    Music is one of the strongest points of CENTIPEDE: RECHARGED.  For this game and all upcoming RECHARGED titles, Atari has wisely partnered with composer Megan McDuffee who is known for her work on the River City Girls series, among others. 
    I cannot overstate how awesome the music is.  Whether in-menu or in-game, it perfectly sets the tone of CENTIPEDE: RECHARGED.  That there is no jukebox is a real tragedy.  I’ve found myself letting the menu screen go on in the background.  Its truly enjoyable.  Fortunately, all 16 tracks that Megan has composed for the series are available via her bandcamp. 
    Aside from the music, the in-game sounds have an almost “wet forest” vibe.  Gone is the relentless march of the original.  Instead, the sound of bug movement is quiet and almost “squishy.”  Sure there furious explosions, but there are also juicy pops and various rustling noises.  Its very fitting.

    CREATURE COMFORTS
    CENTIPEDE: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming.  Some are progressive.  Other achievements are awarded for completion of a single task.  For example, “Harvester of Eyes” requires you to kill 800 spiders, whereas “I Am the Storm” is awarded when the player detonates 50 bombs in a single shot. There are 16 achievements in all. 
    The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game.  Compare this to the PS4 version, which utilizes Sony’s trophy system and is linked to a user's profile.  It would be nice to have a way to share your achievements.
    The game also includes a leaderboard feature. Previously, the leaderboard on the VCS version of CENTIPEDE: RECHARGED was local only.  However, the March 2022 update added World and Friend leaderboards to the game. In addition, the VCS leaderboads are viewable and scrollable in AtariOS. This gives the VCS version a leg up on other platforms, which only displays yoiur score plus the 5 adjacent scores. Scores are displayed in game for both Arcade and Challenge modes.  The addition of online leaderboards is a welcome change to the VCS version as competing against others for the High Score is one of the more fun aspects of classic arcade gaming.

    OVERALL
    I wholeheartedly recommend CENTIPEDE: RECHARGED if you are a fan of the original or single-screen shooters in general.  It perfectly captures the spirit of the arcade classic, while adding depth, modern features, excellent music and visual flare that make it relevant for today.  CENTIPEDE: RECHARGED is a future-retro bug-blasting spectacular. If this is where Atari is headed with the RECHARGED series, I’m in!
    Have you played CENTIPEDE: RECHARGED on the VCS or other platform?  What do you think?  What titles are you most excited for in the RECHARGED series?
  7. Like
    Sabertooth got a reaction from RickR for a blog entry, 012 - Centipede: Recharged is Retro-Modern Bug-Blasting Fun!   
    CENTIPEDE: RECHARGED (VCS)
    Published 2021 (Atari)
    Developer: Adamvision Studios, Sneakybox
    Retail: $9.99

    CENTIPEDE: RECHARGED, as the title suggests, is a modern update, or “recharge” of Atari’s 1981 arcade classic.  Just like the game that inspired it, CENTIPEDE: RECHARGED is a single screen shooter where you use your cursor to blast bugs into bits!  The tone of the original is largely intact while adding modern gameplay elements like power-ups, challenges, achievements, local co-op and leaderboard.
    The second in Atari’s RECHARGED series, CENTIPEDE: RECHARGED maintains the wireframe pseudo-vector vibe and endless arcade mode originated 2020’s MISSILE COMMAND: RECHARGED.  However, whereas Missile Command was conceived as a mobile game and migrated to consoles, CENTIPEDE: RECHARGED was purpose-made for consoles and PC.  As such, it serves as a bit of a re-launch for the young series and is the first of four planned RECHARGED titles to be released in 2021.  The game is available on multiple platforms, including: VCS, Switch, XBOX Series X/S, XBOX One, PS4, PS5, Steam and Epic. 
    Let’s take a quick look at the VCS version!
    TAKE CONTROL:
    Controller options on the VCS consist of Atari’s Modern Controller, Classic Joystick or third-party gamepad.  Some Centipede purists will no doubt bemoan the lack of mouse/trackball support.  This is completely understandable as the original arcade game was designed with the trackball in mind.  Personally, I find playing with either the Modern Controller or Classic Joystick to be more than adequate. 
    Control is intuitive.  Use the left thumbstick or joystick to move the shooter.  The A button fires.  That’s all there it to it. 
    There is something refreshing about the simplicity of the control scheme. Shooter movement is smooth and responsive. 
    GAMEPLAY:
    Gameplay comes in two flavors:  Arcade and Challenges. 
    Arcade mode will be instantly recognizable to anyone familiar with the original game.  Single screen?  Check.  Mushrooms?  Check.  Centipedes, fleas, spiders and scorpions?  Check, check, check.
    The entire affair is on a single screen but this time its horizontal for modern displays.  Player movement is limited to the bottom third of the play field.  Centipedes enter from the top of the screen and begin their march to the bottom.  Fleas drop from the top creating mushrooms in their wake.  Scorpions enter from either side, moving horizontally in a straight line and turning any mushroom that they touch poisonous.  As in the original, poisoned mushrooms drive the centipedes mad and cause them to race directly to the bottom of the screen.  Spiders still enter from the side, but they serve a different purpose in CENTIPEDE: RECHARGED. Instead of frantically and unpredictably jumping, the spiders move more slowly and serve as the source of important power-ups. 

    Where the original Centipede had clear waves and three lives, CENTIPEDE: RECHARGED features an endless arcade mode where you have one life to attain the highest score possible.  However, progress is noted with color changes.  The onscreen action starts out slowly but very rapidly builds to a frenzy with multiple centipedes, spiders, fleas and scorpions to contend with.  Once the explosions start and the whole screen rains fleas, you can feel very overwhelmed.  Its easy to get boxed in.  Fortunately, there are several different power-ups to aid you on your way, courtesy of the spider. Here's a quick run down of each:
    Spread Shot: A three bullet spread shot.
    Rapid Fire: Increases speed of shots fire.
    Burst: A five bullet spread shot.
    Side Attacks:  Allows simultaneous shooting from the front and to each side.
    Bullet Trail: A powerful trailing shot that cuts through enemies and mushrooms.
    Ghost: The ghost scares centipedes and sends them scurrying to the top and off screen.
    Bomb: These come in two varieties.  The large single bomb icon creates a line of bombs somewhere on screen.  The cluster bomb icon creates a small cluster of bombs somewhere on screen.  When bombs are hit, it clears out bugs and mushrooms with a fantastic fireworks display.
    Slow Down Enemies: Significantly reduces the speed of all onscreen enemies (and the music) while player maintains speed.
    Mirror: Creates a mirror of your shooter at the top of the screen which mirrors your movement and shots.
    Explosive Bullets: A powerful shot that can take out a cluster of bugs or mushrooms.
    Orbiting Bullets: Surrounds the shooter with a circle of orbiting bullets.  These will destroy enemies and mushrooms on contact. 
    Line of Death: A powerful one-shot laser beam.
    Heart: Regenerate your partner in co-op!
    Most power-ups are time limited.  Some are immediate.  You will lose a timed power up if you pick up another while it’s in use.  Learning how to strategically use power-ups is critical to survival.
    Overall, Arcade mode provides a healthy dose of single-screen, high score chasing action that anyone who grew up in the arcades will appreciate.  While great in small doses, it does become somewhat tiresome.  Fortunately, CENTIPEDE: RECHARGED includes a Challenge mode that adds 40 different challenges to the game, 10 of which are exclusive to the VCS. Shout out to Atari for including 10 extra challenges on their home platform!
    Challenge mode provides additional depth and value to the game.  The challenges vary significantly from timed survival challenges where you can’t kill certain enemies, to score challenges, to task challenges. The key to solving some of the challenges is not always obvious. This is equal parts frustrating and rewarding. Careful use of power-ups and a lot of trial and error are required to progress and unlock later challenges.

    Additionally, there is local co-op for two-player action in either Arcade or Challenge modes.  This is a great feature and changes the dynamic of the game.  It's also truly co-operative as you actually work together and share the final score. What’s better than blasting bugs?  Blasting bugs with a friend!

    GRAPHICS:
    As previously noted, CENTIPEDE: RECHARGED maintains the wireframe pseudo-vector vibe originated 2020’s MISSILE COMMAND: RECHARGED.  Clearly inspired by the future-retro esthetic of games like Geometry Wars, players, enemies and mushrooms are rendered in simple and bright neon graphics.  Different shots and power ups result in pyrotechnic spectacles of blooming explosions.  This can be somewhat distracting but looks absolutely fantastic. Additionally, there are subtle background graphics of leaves and plants animated on the sides of the playfield.  Finally, there is an Immersive setting that zooms in the graphics.  This looks very cool and amps up the difficulty as your field of view is limited. 
    The esthetic is carried through to the menus, which are all very clean and easy to navigate.  Recent updates have added animated menu boards to the VCS version, bringing it on par with other platforms.
    One tick against the VCS version is lack of 4K support.  The game runs fine in 1080p but when using the console's 4K setting, the FPS noticeably dips.  For a game like this it hardly makes a difference but Atari heavily advertised 4K support for the VCS.  While 4K performance on the console has improved with continued updates, I recommend this in 1080p only for VCS owners. 

    SOUND & MUSIC:
    Music is one of the strongest points of CENTIPEDE: RECHARGED.  For this game and all upcoming RECHARGED titles, Atari has wisely partnered with composer Megan McDuffee who is known for her work on the River City Girls series, among others. 
    I cannot overstate how awesome the music is.  Whether in-menu or in-game, it perfectly sets the tone of CENTIPEDE: RECHARGED.  That there is no jukebox is a real tragedy.  I’ve found myself letting the menu screen go on in the background.  Its truly enjoyable.  Fortunately, all 16 tracks that Megan has composed for the series are available via her bandcamp. 
    Aside from the music, the in-game sounds have an almost “wet forest” vibe.  Gone is the relentless march of the original.  Instead, the sound of bug movement is quiet and almost “squishy.”  Sure there furious explosions, but there are also juicy pops and various rustling noises.  Its very fitting.

    CREATURE COMFORTS
    CENTIPEDE: RECHARGED includes proper unlockable achievements which have become a staple of modern gaming.  Some are progressive.  Other achievements are awarded for completion of a single task.  For example, “Harvester of Eyes” requires you to kill 800 spiders, whereas “I Am the Storm” is awarded when the player detonates 50 bombs in a single shot. There are 16 achievements in all. 
    The inclusion of achievements is a welcome addition to the game, particularly on the VCS. However, as the VCS does not support trophies, the achievements are only viewable in-game.  Compare this to the PS4 version, which utilizes Sony’s trophy system and is linked to a user's profile.  It would be nice to have a way to share your achievements.
    The game also includes a leaderboard feature. Previously, the leaderboard on the VCS version of CENTIPEDE: RECHARGED was local only.  However, the March 2022 update added World and Friend leaderboards to the game. In addition, the VCS leaderboads are viewable and scrollable in AtariOS. This gives the VCS version a leg up on other platforms, which only displays yoiur score plus the 5 adjacent scores. Scores are displayed in game for both Arcade and Challenge modes.  The addition of online leaderboards is a welcome change to the VCS version as competing against others for the High Score is one of the more fun aspects of classic arcade gaming.

    OVERALL
    I wholeheartedly recommend CENTIPEDE: RECHARGED if you are a fan of the original or single-screen shooters in general.  It perfectly captures the spirit of the arcade classic, while adding depth, modern features, excellent music and visual flare that make it relevant for today.  CENTIPEDE: RECHARGED is a future-retro bug-blasting spectacular. If this is where Atari is headed with the RECHARGED series, I’m in!
    Have you played CENTIPEDE: RECHARGED on the VCS or other platform?  What do you think?  What titles are you most excited for in the RECHARGED series?
  8. Like
    Sabertooth reacted to RickR for a blog entry, Using the Collectorvision Phoenix on an old CRT or Analog TV   
    More adventures with the Phoenix.

    One very minor issue that I've had with the Phoenix has been that my retro gaming is done on an old analog TV.  Since the Phoenix only has HDMI output (and my TV has no HDMI input), this was a problem.
    Off to ebay!  I found a very inexpensive (less than $10 shipped) HDMI -> AV converter and ordered one.  It has arrived, and I've been playing around with it.  Summary:  it works!  It's exactly what I needed.  No fuss.  Just plug it in, and it works straight away.  It works on my other HDMI retro gaming systems as well (Commodore 64 Mini, Sony PS1 Mini, Atari Flashback 9). 

    The picture and sound quality isn't bad at all.  It pretty much looks identical to a real Colecovision to me.  I didn't notice any lag or any color issues. 
    My advice for anyone that wants to use their Phoenix on a CRT is to buy and try one of these devices.  Please note to be careful...they sell devices that convert composite to HDMI, and that's not what you want.  Look at the picture of the item and make sure that HDMI is listed as "INPUT" (and not "OUTPUT"). 
     




  9. Like
    Sabertooth reacted to RickR for a blog entry, The Collectorvision Phoenix   
    What is it?
    It's a modern rendition of the classic Colecovision.  It has a cartridge port and will play all of the original cartridge games.  In addition, it has an SD card slot and can run Colecovision ROM files.  It also has an Atari 2600 core to run Atari ROMs.  Real Colecovision controllers work with it, and it also has a Super Nintendo socket to use a SNES gamepad.  And it has HDMI output for use on modern TV's.  It comes with the "super game module" built in -- so you can use the latest improved homebrew games with no issue. 

    Willie at ArcadeUSA has a very good review up on Youtube, which I suggest you check out. 



    What do I think?
    In the short time I've spent with the system, I can honestly tell you this thing is pure awesome.  I love that real cartridges work (why can't more "flashback" systems include a cartridge port?)  I haven't found any compatibility issues.  Even my "new-to-me" roller controller works fine.   It plays, looks, and sounds PERFECT.  I really like how they made the unit look like a tiny Colecovision.  The inclusion of the SNES port is genius.  No more complaints about the "just-ok" Colecovision controllers. 

    Any issues?
    Please know this:  this list is insignificant and nitpicky.  But an honest review must include some cons.
    There are some HDMI compatibility issues.  I have one TV that won't play the sounds correctly.  And I've read on-line of some Samsung TV's not being able to display the picture at all. The "core" slots for the SD Card are a touch confusing.  I haven't messed with it much.  My guess is that I'll set up the Coleco and Atari cores and try to never touch it again.  I wish it had composite output to enjoy the system on an old CRT.  I know that I can buy a converter of some kind, and I think I may go ahead and do that.  Overall Opinion?
    It's a huge ball of awesomeness.  Congratulations to the Collectorvision team for producing such an incredible system.  I've heard talk of a third run of consoles, so get your name on their list if you are interested.  Highly recommended.  RickR gives this an A++++.



     
  10. Like
    Sabertooth reacted to MaximumRD for a blog entry, SHADOWMAN games   
    😎I've never finished it but I played the original SHADOWMAN first on the N64 followed by the DREAMCAST then years later the PC version (from STEAM or GOG I cannot recall) of course, each version had some minor improved visuals but here I am again this time playing the recently released REMASTERED version on PC. It runs great and though still incredibly dated it's the best it's ever looked. I like the atmosphere and it's somewhat a guilty pleasure game for me like NIGHTMARE CREATURES etc. Here's a couple grabs I took just now. 

     
     

     
    ANY FANS? 😎
  11. Like
    Sabertooth reacted to Atari Creep for a blog entry, Friday the 13th safety mask cover   
    So it sucks having to put a mask on every time we go out. Sucks but important. There is no reason however we can't make it a little fun.
     
    STRONG LANGUAGE
     
  12. Thanks
    Sabertooth got a reaction from MalakZero for a blog entry, Annex 002 - Rikki & Vikki (Atari 7800)   
    Welcome to the second "annex" entry of the Game Cave.  In this entry, I'll discuss the PenguiNet game Rikki & Vikki for the Atari 7800.  
    Rikki & Vikki was a surprise release on Steam (12/2018) and the 7800 in February 2019 from PenguiNet.  Some of you may be familiar with PenguiNet for their amazing work on Zaku for the Lynx; arguably one of the best original titles on the platform.  Zaku really pushed the Lynx and stands as a tremendously fun, graphically stunning and amazing sounding game.  For Rikki & Vikki, PenguiNet continues in that tradition, delivering an original gaming experience on a classic console that largely exceeds Atari published efforts in key areas of gameplay, graphics and sound.  Make no mistake - this is not a homebrew.  This is a professionally developed game with a high level of production value and a stellar physical product.  Now for some impressions & observations! 
    Gameplay:
    Rikki & Vikki is a sort of puzzle platformer.  The goal of the game is to save your two children - Mary & Sam - from Misery the Inconvenient.  Misery has kidnapped your children and taken them to the six cavern Miseryland Themepark - "a downward spiral of inconvenience."  On each level, use Rikki or Vikki to collect all of the keys within the time allotted to progress to the next level.  Collecting keys isn't always easy.  You have to move cubes, navigate enemies, spikes and other hazards to get to the keys.  Some puzzles are more obvious than others and don't be surprised if you run out of time before solving a puzzle. 
    Rikki & Vikki requires a 7800 compatible controller with independent fire buttons.  This means that you can't use a standard 2600 controller or a Genesis gamepad for the game.  The left button is used to "interact" with the cubes and the right button is used to jump.  When you grab a cube you can throw it at an enemy or stick it to the floor or wall in order to gain access to an otherwise unreachable area of the play field.  Falling into a void will cause you to re-emerge from the top - this is sometimes necessary to solve a puzzle.  Each area of the Park - called "caverns" - consists of several levels and culminates in a boss battle.  Gameplay modes come in three flavors: co-op with Rikki & Vikki, solo Rikki, and solo Vikki.  I have not yet played co-op mode and from what I can tell, the solo experiences are the same whether playing as Rikki or Vikki.  
    This is a hard game.  You will die.  You will run out of time.  You will make stupid mistakes.  You will get stuck.  While you can continue, doing so forces a restart at the beginning of the cavern. Fortunately, after a few continues, a character named "Dut", a large penguin and "salesman" of you unlimited continues in exchange for your points.  You will no longer get points in game - so no high score - but you will get to keep problem solving.  This makes it a little less arduous to develop your skills and improve your puzzle solving strategies.  
    Graphics:
    Rikki & Vikki boast what are possibly the best graphics on the 7800.  The character animations, level-design, character and enemy sprites all look amazing.  Add to that, the game runs in the 7800's 320 mode - a higher resolution mode that few games have taken advantage of.  I struggle to think of a single game published for the 7800 that looks better.  It looks first-party NES/SMS good folks.  The animations are not just good, they're thoughtful and add depth to the game.  The levels look great with coherent themes throughout.  Its clear the people at PenguiNet are getting all they can out of the 7800.
    Sound: 
    Like the graphics, PenguiNet went all in with the sound here.  Apparently, they developed a custom chip for sound that allowed for NES level music.  The TIA is still there and - at least on my 7800 - the harsh crashes are a bit louder than the music.  However, that's my LHE mod and not the game.  The music here is absolutely fantastic. 
    Packaging: 
    The packaging on this game is beautiful folks.  Everything from the cart, to the box to the manual screams professional.  The game comes on a custom transparent orange cart shell with a wrap around full color label.  It fit my 7800 perfectly.  The box is likewise full color and is in the same size and style as original run 7800 games - just missing "Atari."  The instructions are full color and come as a "Miser Land Official Tour Guide" fold out with gameplay and character info.  The package even comes with a warranty card, two passes to Misery Land and a PenguiNet sticker.  Top notch all the way! 
    Final Thoughts:
    This is 7800 gaming at its best.  It has game design, graphics, sound and amazing packaging. If you own a 7800, I urge you to support the developer and grab a copy today.  For $59.99 plus shipping, the package is well worth the price of entry.  Even if you don't own a 7800 or don't have the $$, the game is also available on Steam for $9.99.  For that price, you could hardly find a more fun and complete game play experience.  
    Have you played Rikki & Vikki?  What are your thoughts on the game?  How does it stack up to other games on the 7800?  
     
    PenguiNet Rikki & Vikki Trailer:  
     

  13. Like
    Sabertooth got a reaction from Video 61 for a blog entry, Annex 001 - Robotron 2084 Controller for Atari 7800   
    Welcome to the first "annex" entry into the Game Cave.  I'll post reviews of homebrews, community projects, and other goodies here. First up, my review of the Robotron 2084 controller for the Atari 7800 by Mike @RetroGameBoyz   I ordered my controller last week after reading about it on the forums and received it on Friday.  It was shipped in a plastic mailer with plenty of bubble-wrap for protection.    
    As many of you know, the Atari 7800 version of Robotron can be played with either one or two controllers.  With one controller, you can only shoot in the direction in which you are moving.  Using a two controller configuration, the first controls the direction of movement and the second controls the direction of fire.  Honestly, this is the best way to play Robotron 2084 and closely mirrors the experience of the arcade version.  That said, as you can imagine, without a coupler, using two unsecured joysticks or gamepads can be difficult. This is where Mike's gamepad comes in.     Using a 3D printed gamepad, modern style pad holder, dual d-pads and two 9-pin cables, the RetroGameBoyz Robotron 2084 controller allows you to play the game in the way that it's meant to be played.  

    First impressions:

    The game pad itself is just about the size of an NES pad.  In the optional holder, it's just a little larger than a Dual Shock 4 and is pretty comfortable.  At first, I was worried that the square-ish shape of the holder would feel clunky.  I'm happy to report that it actually feels quite nice and I don't anticipate taking the pad out of the holder.  

    The parts have that "ridged" look that is typical of things made with a 3D printer. However, this isn't to say that it doesn't feel substantial.  The build quality is legit and the controller responds nicely in all directions.  I really like the custom sticker; it's a nice finishing touch.     The two 9-pin cables are extra long, measuring 9 feet!  No extension cables needed! 

    Let's see how it plays: 

    I really love the 7800 version of Robotron 2084, although I'm not that great at it.  On the default "intermediate" setting, I can generally get up to wave 8 before giving up the ghost.  Playing with one controller requires you to play in a defensive way.  With the dual pad, I was able to get to wave 12 and score over 170,000 points.  Being able to have independent directional control over both movement and fire allows you to play much more aggressively.  Simply put, it's an entirely different - and better - game.     The controller also includes independent fire buttons for use in other 7800 games.  Its important to note, this works with the left pad only; the right pad isn't used outside of Robotron.  I played Xevious, Choplifter, Centipede, Ms. PacMan and Food Fight to put the controller though its paces. I found it to be light, comfortable and responsive. The buttons seem to work correctly.  The d-pads hit all of the directions accurately.  After a solid two hours of gameplay, I didn't feel the least bit of fatigue in my hands.  Compared to the Atari 7800 europad, this controller was at least as good if not better in most every respect.     Final thoughts:   The dual-pad Robotron 2084 controller for the Atari 7800 is a winner.  It looks cool, plays great, can be used for more than just Robotron and - for $49 - is just about the best damn controller you can get for the 7800.  I really like it and can see this becoming my goto for the 7800, 2600 and A8 although Mike has a single pad variant on offer via eBay.    If you want more information on this controller, check out the original thread or visit Mike's eBay link: https://www.ebay.com/sch/retrogameboyz/m.html         




  14. Thanks
    Sabertooth got a reaction from Justin for a blog entry, Annex 002 - Rikki & Vikki (Atari 7800)   
    Welcome to the second "annex" entry of the Game Cave.  In this entry, I'll discuss the PenguiNet game Rikki & Vikki for the Atari 7800.  
    Rikki & Vikki was a surprise release on Steam (12/2018) and the 7800 in February 2019 from PenguiNet.  Some of you may be familiar with PenguiNet for their amazing work on Zaku for the Lynx; arguably one of the best original titles on the platform.  Zaku really pushed the Lynx and stands as a tremendously fun, graphically stunning and amazing sounding game.  For Rikki & Vikki, PenguiNet continues in that tradition, delivering an original gaming experience on a classic console that largely exceeds Atari published efforts in key areas of gameplay, graphics and sound.  Make no mistake - this is not a homebrew.  This is a professionally developed game with a high level of production value and a stellar physical product.  Now for some impressions & observations! 
    Gameplay:
    Rikki & Vikki is a sort of puzzle platformer.  The goal of the game is to save your two children - Mary & Sam - from Misery the Inconvenient.  Misery has kidnapped your children and taken them to the six cavern Miseryland Themepark - "a downward spiral of inconvenience."  On each level, use Rikki or Vikki to collect all of the keys within the time allotted to progress to the next level.  Collecting keys isn't always easy.  You have to move cubes, navigate enemies, spikes and other hazards to get to the keys.  Some puzzles are more obvious than others and don't be surprised if you run out of time before solving a puzzle. 
    Rikki & Vikki requires a 7800 compatible controller with independent fire buttons.  This means that you can't use a standard 2600 controller or a Genesis gamepad for the game.  The left button is used to "interact" with the cubes and the right button is used to jump.  When you grab a cube you can throw it at an enemy or stick it to the floor or wall in order to gain access to an otherwise unreachable area of the play field.  Falling into a void will cause you to re-emerge from the top - this is sometimes necessary to solve a puzzle.  Each area of the Park - called "caverns" - consists of several levels and culminates in a boss battle.  Gameplay modes come in three flavors: co-op with Rikki & Vikki, solo Rikki, and solo Vikki.  I have not yet played co-op mode and from what I can tell, the solo experiences are the same whether playing as Rikki or Vikki.  
    This is a hard game.  You will die.  You will run out of time.  You will make stupid mistakes.  You will get stuck.  While you can continue, doing so forces a restart at the beginning of the cavern. Fortunately, after a few continues, a character named "Dut", a large penguin and "salesman" of you unlimited continues in exchange for your points.  You will no longer get points in game - so no high score - but you will get to keep problem solving.  This makes it a little less arduous to develop your skills and improve your puzzle solving strategies.  
    Graphics:
    Rikki & Vikki boast what are possibly the best graphics on the 7800.  The character animations, level-design, character and enemy sprites all look amazing.  Add to that, the game runs in the 7800's 320 mode - a higher resolution mode that few games have taken advantage of.  I struggle to think of a single game published for the 7800 that looks better.  It looks first-party NES/SMS good folks.  The animations are not just good, they're thoughtful and add depth to the game.  The levels look great with coherent themes throughout.  Its clear the people at PenguiNet are getting all they can out of the 7800.
    Sound: 
    Like the graphics, PenguiNet went all in with the sound here.  Apparently, they developed a custom chip for sound that allowed for NES level music.  The TIA is still there and - at least on my 7800 - the harsh crashes are a bit louder than the music.  However, that's my LHE mod and not the game.  The music here is absolutely fantastic. 
    Packaging: 
    The packaging on this game is beautiful folks.  Everything from the cart, to the box to the manual screams professional.  The game comes on a custom transparent orange cart shell with a wrap around full color label.  It fit my 7800 perfectly.  The box is likewise full color and is in the same size and style as original run 7800 games - just missing "Atari."  The instructions are full color and come as a "Miser Land Official Tour Guide" fold out with gameplay and character info.  The package even comes with a warranty card, two passes to Misery Land and a PenguiNet sticker.  Top notch all the way! 
    Final Thoughts:
    This is 7800 gaming at its best.  It has game design, graphics, sound and amazing packaging. If you own a 7800, I urge you to support the developer and grab a copy today.  For $59.99 plus shipping, the package is well worth the price of entry.  Even if you don't own a 7800 or don't have the $$, the game is also available on Steam for $9.99.  For that price, you could hardly find a more fun and complete game play experience.  
    Have you played Rikki & Vikki?  What are your thoughts on the game?  How does it stack up to other games on the 7800?  
     
    PenguiNet Rikki & Vikki Trailer:  
     

  15. Like
    Sabertooth got a reaction from RickR for a blog entry, Annex 002 - Rikki & Vikki (Atari 7800)   
    Welcome to the second "annex" entry of the Game Cave.  In this entry, I'll discuss the PenguiNet game Rikki & Vikki for the Atari 7800.  
    Rikki & Vikki was a surprise release on Steam (12/2018) and the 7800 in February 2019 from PenguiNet.  Some of you may be familiar with PenguiNet for their amazing work on Zaku for the Lynx; arguably one of the best original titles on the platform.  Zaku really pushed the Lynx and stands as a tremendously fun, graphically stunning and amazing sounding game.  For Rikki & Vikki, PenguiNet continues in that tradition, delivering an original gaming experience on a classic console that largely exceeds Atari published efforts in key areas of gameplay, graphics and sound.  Make no mistake - this is not a homebrew.  This is a professionally developed game with a high level of production value and a stellar physical product.  Now for some impressions & observations! 
    Gameplay:
    Rikki & Vikki is a sort of puzzle platformer.  The goal of the game is to save your two children - Mary & Sam - from Misery the Inconvenient.  Misery has kidnapped your children and taken them to the six cavern Miseryland Themepark - "a downward spiral of inconvenience."  On each level, use Rikki or Vikki to collect all of the keys within the time allotted to progress to the next level.  Collecting keys isn't always easy.  You have to move cubes, navigate enemies, spikes and other hazards to get to the keys.  Some puzzles are more obvious than others and don't be surprised if you run out of time before solving a puzzle. 
    Rikki & Vikki requires a 7800 compatible controller with independent fire buttons.  This means that you can't use a standard 2600 controller or a Genesis gamepad for the game.  The left button is used to "interact" with the cubes and the right button is used to jump.  When you grab a cube you can throw it at an enemy or stick it to the floor or wall in order to gain access to an otherwise unreachable area of the play field.  Falling into a void will cause you to re-emerge from the top - this is sometimes necessary to solve a puzzle.  Each area of the Park - called "caverns" - consists of several levels and culminates in a boss battle.  Gameplay modes come in three flavors: co-op with Rikki & Vikki, solo Rikki, and solo Vikki.  I have not yet played co-op mode and from what I can tell, the solo experiences are the same whether playing as Rikki or Vikki.  
    This is a hard game.  You will die.  You will run out of time.  You will make stupid mistakes.  You will get stuck.  While you can continue, doing so forces a restart at the beginning of the cavern. Fortunately, after a few continues, a character named "Dut", a large penguin and "salesman" of you unlimited continues in exchange for your points.  You will no longer get points in game - so no high score - but you will get to keep problem solving.  This makes it a little less arduous to develop your skills and improve your puzzle solving strategies.  
    Graphics:
    Rikki & Vikki boast what are possibly the best graphics on the 7800.  The character animations, level-design, character and enemy sprites all look amazing.  Add to that, the game runs in the 7800's 320 mode - a higher resolution mode that few games have taken advantage of.  I struggle to think of a single game published for the 7800 that looks better.  It looks first-party NES/SMS good folks.  The animations are not just good, they're thoughtful and add depth to the game.  The levels look great with coherent themes throughout.  Its clear the people at PenguiNet are getting all they can out of the 7800.
    Sound: 
    Like the graphics, PenguiNet went all in with the sound here.  Apparently, they developed a custom chip for sound that allowed for NES level music.  The TIA is still there and - at least on my 7800 - the harsh crashes are a bit louder than the music.  However, that's my LHE mod and not the game.  The music here is absolutely fantastic. 
    Packaging: 
    The packaging on this game is beautiful folks.  Everything from the cart, to the box to the manual screams professional.  The game comes on a custom transparent orange cart shell with a wrap around full color label.  It fit my 7800 perfectly.  The box is likewise full color and is in the same size and style as original run 7800 games - just missing "Atari."  The instructions are full color and come as a "Miser Land Official Tour Guide" fold out with gameplay and character info.  The package even comes with a warranty card, two passes to Misery Land and a PenguiNet sticker.  Top notch all the way! 
    Final Thoughts:
    This is 7800 gaming at its best.  It has game design, graphics, sound and amazing packaging. If you own a 7800, I urge you to support the developer and grab a copy today.  For $59.99 plus shipping, the package is well worth the price of entry.  Even if you don't own a 7800 or don't have the $$, the game is also available on Steam for $9.99.  For that price, you could hardly find a more fun and complete game play experience.  
    Have you played Rikki & Vikki?  What are your thoughts on the game?  How does it stack up to other games on the 7800?  
     
    PenguiNet Rikki & Vikki Trailer:  
     

  16. Like
    Sabertooth got a reaction from Atari Creep for a blog entry, Annex 001 - Robotron 2084 Controller for Atari 7800   
    Welcome to the first "annex" entry into the Game Cave.  I'll post reviews of homebrews, community projects, and other goodies here. First up, my review of the Robotron 2084 controller for the Atari 7800 by Mike @RetroGameBoyz   I ordered my controller last week after reading about it on the forums and received it on Friday.  It was shipped in a plastic mailer with plenty of bubble-wrap for protection.    
    As many of you know, the Atari 7800 version of Robotron can be played with either one or two controllers.  With one controller, you can only shoot in the direction in which you are moving.  Using a two controller configuration, the first controls the direction of movement and the second controls the direction of fire.  Honestly, this is the best way to play Robotron 2084 and closely mirrors the experience of the arcade version.  That said, as you can imagine, without a coupler, using two unsecured joysticks or gamepads can be difficult. This is where Mike's gamepad comes in.     Using a 3D printed gamepad, modern style pad holder, dual d-pads and two 9-pin cables, the RetroGameBoyz Robotron 2084 controller allows you to play the game in the way that it's meant to be played.  

    First impressions:

    The game pad itself is just about the size of an NES pad.  In the optional holder, it's just a little larger than a Dual Shock 4 and is pretty comfortable.  At first, I was worried that the square-ish shape of the holder would feel clunky.  I'm happy to report that it actually feels quite nice and I don't anticipate taking the pad out of the holder.  

    The parts have that "ridged" look that is typical of things made with a 3D printer. However, this isn't to say that it doesn't feel substantial.  The build quality is legit and the controller responds nicely in all directions.  I really like the custom sticker; it's a nice finishing touch.     The two 9-pin cables are extra long, measuring 9 feet!  No extension cables needed! 

    Let's see how it plays: 

    I really love the 7800 version of Robotron 2084, although I'm not that great at it.  On the default "intermediate" setting, I can generally get up to wave 8 before giving up the ghost.  Playing with one controller requires you to play in a defensive way.  With the dual pad, I was able to get to wave 12 and score over 170,000 points.  Being able to have independent directional control over both movement and fire allows you to play much more aggressively.  Simply put, it's an entirely different - and better - game.     The controller also includes independent fire buttons for use in other 7800 games.  Its important to note, this works with the left pad only; the right pad isn't used outside of Robotron.  I played Xevious, Choplifter, Centipede, Ms. PacMan and Food Fight to put the controller though its paces. I found it to be light, comfortable and responsive. The buttons seem to work correctly.  The d-pads hit all of the directions accurately.  After a solid two hours of gameplay, I didn't feel the least bit of fatigue in my hands.  Compared to the Atari 7800 europad, this controller was at least as good if not better in most every respect.     Final thoughts:   The dual-pad Robotron 2084 controller for the Atari 7800 is a winner.  It looks cool, plays great, can be used for more than just Robotron and - for $49 - is just about the best damn controller you can get for the 7800.  I really like it and can see this becoming my goto for the 7800, 2600 and A8 although Mike has a single pad variant on offer via eBay.    If you want more information on this controller, check out the original thread or visit Mike's eBay link: https://www.ebay.com/sch/retrogameboyz/m.html         




  17. Like
    Sabertooth got a reaction from RickR for a blog entry, Annex 001 - Robotron 2084 Controller for Atari 7800   
    Welcome to the first "annex" entry into the Game Cave.  I'll post reviews of homebrews, community projects, and other goodies here. First up, my review of the Robotron 2084 controller for the Atari 7800 by Mike @RetroGameBoyz   I ordered my controller last week after reading about it on the forums and received it on Friday.  It was shipped in a plastic mailer with plenty of bubble-wrap for protection.    
    As many of you know, the Atari 7800 version of Robotron can be played with either one or two controllers.  With one controller, you can only shoot in the direction in which you are moving.  Using a two controller configuration, the first controls the direction of movement and the second controls the direction of fire.  Honestly, this is the best way to play Robotron 2084 and closely mirrors the experience of the arcade version.  That said, as you can imagine, without a coupler, using two unsecured joysticks or gamepads can be difficult. This is where Mike's gamepad comes in.     Using a 3D printed gamepad, modern style pad holder, dual d-pads and two 9-pin cables, the RetroGameBoyz Robotron 2084 controller allows you to play the game in the way that it's meant to be played.  

    First impressions:

    The game pad itself is just about the size of an NES pad.  In the optional holder, it's just a little larger than a Dual Shock 4 and is pretty comfortable.  At first, I was worried that the square-ish shape of the holder would feel clunky.  I'm happy to report that it actually feels quite nice and I don't anticipate taking the pad out of the holder.  

    The parts have that "ridged" look that is typical of things made with a 3D printer. However, this isn't to say that it doesn't feel substantial.  The build quality is legit and the controller responds nicely in all directions.  I really like the custom sticker; it's a nice finishing touch.     The two 9-pin cables are extra long, measuring 9 feet!  No extension cables needed! 

    Let's see how it plays: 

    I really love the 7800 version of Robotron 2084, although I'm not that great at it.  On the default "intermediate" setting, I can generally get up to wave 8 before giving up the ghost.  Playing with one controller requires you to play in a defensive way.  With the dual pad, I was able to get to wave 12 and score over 170,000 points.  Being able to have independent directional control over both movement and fire allows you to play much more aggressively.  Simply put, it's an entirely different - and better - game.     The controller also includes independent fire buttons for use in other 7800 games.  Its important to note, this works with the left pad only; the right pad isn't used outside of Robotron.  I played Xevious, Choplifter, Centipede, Ms. PacMan and Food Fight to put the controller though its paces. I found it to be light, comfortable and responsive. The buttons seem to work correctly.  The d-pads hit all of the directions accurately.  After a solid two hours of gameplay, I didn't feel the least bit of fatigue in my hands.  Compared to the Atari 7800 europad, this controller was at least as good if not better in most every respect.     Final thoughts:   The dual-pad Robotron 2084 controller for the Atari 7800 is a winner.  It looks cool, plays great, can be used for more than just Robotron and - for $49 - is just about the best damn controller you can get for the 7800.  I really like it and can see this becoming my goto for the 7800, 2600 and A8 although Mike has a single pad variant on offer via eBay.    If you want more information on this controller, check out the original thread or visit Mike's eBay link: https://www.ebay.com/sch/retrogameboyz/m.html         




  18. Like
    Sabertooth reacted to StormSurge for a blog entry, Auntie Em! Auntie Em!   
    I already had Monday, October 29, 2018 circled on my calendar. It had been for months. That was the day for me to cash in my birthday present from 5 months prior. Tickets to see Metallica in concert, 26 years after I saw them for the first time. No band I had seen since then has been as good live (and I saw a lot, working as an usher in an arena, but that's a story for another day).
    I woke up at my normal time, a little after 7 AM. Before getting out of bed, I checked my email and hopped on social media to see if anything interesting was going on. It turns out there was! There were thunderstorms nearby and looking at the current radar, one may possibly hit me!
    Now, if you couldn't tell by my username, I'm a weather junkie. I've always been fascinated by crazy weather. The more extreme, the better. Hurricanes are by far my favorite type of weather, mainly because they're so rare by me. (Gloria in 1985 was my first, followed by Bob in 1991, lots of teases since then, with a couple of tropical storms in 2011 & 2012.) After that are blizzards & any kind of good snowstorm. Thunderstorms are also up there but I never see any real good ones.
    I've lived near the ocean for the majority of my life, Long Island Sound specifically. LIS does weird things for weather. In the winter, the ocean water is warmer than the air over the mainland and that warm air usually helps to keep snow amounts down. In the summer, the ocean is cooler than the surrounding air and that helps to remove instability, which translates into "no, or weak, thunderstorms". I'll watch storms on radar move over Connecticut & look like they're headed right for me. As soon as they get close, the marine influence destroys them. I'm usually lucky to hear a rumble or two of thunder.
    Now that I'm on an island in the middle of the sound, surrounded by water, these negative influences are magnified.
    As with anything, there are exceptions. If a snowstorm takes the right track & keeps me on the cold side of a storm, we can get a lot of snow. If a thunderstorm approaches me from the ocean rather than from land, the storms can hold together and pack a punch. 
    Back to that October morning. I headed downstairs to prepare to get my dogs up and feed them, it started to thunder a bit. Then it REALLY rained. I stood by my picture window watching the rain runoff roll down the street like a river. I wasn't about to take the dogs out in that, so I went back upstairs to lay in bed for a bit.
    About 5 minutes later, my pager went off. There was a fire alarm activation at a home about a mile and half from me. Not a surprise, as I've learned in the past year as a volunteer firefighter, that any power disruption from a storm or anything else, tends to trigger fire alarms. I was already dressed, so off I went to the firehouse to respond.
    While I was there waiting for another member to join me (we only roll the trucks with two or more people) ANOTHER call came over the radio for the same thing. That struck me as VERY odd, seeing as we average one fire call per week. To have two calls within five minutes of each other was strange, but nothing that made me be overly suspicious.
    Someone else showed up and away we drove. We were responding to the first call, which was on the east end of the island, which is the private end. As we passed the gate house, the attendant stopped us to say that a neighbor of the home we were headed to had called down to say that her home had been hit by a tornado and that there were trees down everywhere.
    As someone who has been following weather phenomenon for a long time, I knew that anytime people see tree damage from a thunderstorm, they almost always say they were hit by a tornado, when in reality, it was a downburst, microburst or just really strong winds. That doesn't make the storm any less destructive, it's just not as sexy as saying you were hit by a tornado. Tornados are rare, ESPECIALLY where we were. In my 40+ years, I don't ever recall a tornado hitting my part of Connecticut (southeastern), let alone Fishers Island. So needless to say, I was quite dubious, even after we arrived at the house and saw all the tree damage.
    We quickly called off this call as a false alarm and tried to make it to the other home, which was also on the east end. The road I was going to take was blocked by downed trees. We tried to take a different road but that road was also blocked. Another member of the fire department was able to make it to the home and cleared that call as well.
    However, it was obvious that we had been hit pretty hard by that storm. Once I returned the fire truck, I headed back to where the initial call came in to survey the damage on foot and take some pictures.
    I had been in contact with a meteorologist from a Connecticut news station via Twitter. I let him know that there was significant damage on Fishers, but again, a tornado wasn't even a consideration at that point.
    I began walking east, over the downed trees that made the road impassable for us in the fire truck. There was some other damage, including a wooden fence knocked over & a garage door blown off, but nothing too spectacular. 
    Then I noticed a very large tree uprooted and more trees down. At this point, all of the trees had fallen in the same direction, which again had me thinking that this was straight line wind damage. And then I began to look up, at the tops of the trees.
    There, I could see just the tops of some trees damaged, while the rest of the tree was intact. That now had me considering the possibility of a tornado, as that damage was different than what I had seen earlier. (Again, I'm an untrained eye, just someone who was very excited.)
    The road I was walking eventually comes out onto the main road that spans the island. I stayed on that road, headed east, when I ran into the utility company. There were wires down and a pole snapped. It was pretty remarkable and when I stopped to talk to the president of the utility company, he said it was worse farther up. We hopped in his truck and went to check it out.
    Once I saw that damage, I was no longer firmly in the not-a-tornado camp. There was little doubt in my mind. There was a stand of trees that had been shredded completely. It looked exactly like footage from a midwestern town that had been hit by a tornado. There was a shed that had been destroyed and just so many trees down. I couldn't believe what I was seeing. 
    I tried to update my meteorologist friend, but cell service out there was spotty. I couldn't wait to fill him in. I knew he would be just as excited as I was.
    The National Weather Service paid a visit to the island the following day and determined that we had in fact been struck by an EF-1 tornado. By that point, we all knew it, as a video capturing it had surfaced. Of course, I was in Albany for the concert, so I missed my chance to follow the NWS around while they checked out all the damage. However, I was happy to have been one of the first to realize what happened and grateful that I was on the island for it. My poor luck usually results in me missing something like this.
    Oh yeah, Metallica kicked ass again. 🤘
    ----------
    Fishers Island's Tornado News Report
    Some tweets as they happened in real-time, followed by some of my damage photos.
     











  19. Like
    Sabertooth got a reaction from Justin for a blog entry, 010 - Ultra Vortek   
    Ultra Vortek
    Published: 1995 by Atari
    Developed: Beyond Games
    2D arcade fighting games were incredibly popular in the mid-90s and console gamers wanted that experience at home. Unfortunately, with the notable exception of Primal Rage for the Jaguar CD, Atari's 64-bit console lacked conversions of well known arcade titles like Mortal Kombat and Street Fighter 2. Instead, Jaguar 2D fighter fans were treated to questionable ports of 16-bit console titles like Dragon: The Bruce Lee Story and Double Dragon V and two Jaguar exclusives: Kasumi Ninja and Ultra Vortek.
    Developed by Beyond Games of Lynx Battlewheels fame and released for the Jaguar by Atari in 1995, Ultra Vortek is a 2D fighter firmly in the mold of the Mortal Kombat series. The game is crammed with 90s fighter tropes, complete with all of the special moves, fatalities and attitude of the era. Ultra Vortek is considered by many Jaguar enthusiasts to be the system's best fighter.
    Is Ultra Vortek the killer 2D fighter that the Jagauar sorely needed? Let's plug this totally extreme game in the big cat to find out. It's Annihilation Time!
     
    Gameplay: Ultra Vortek offers two main game modes: Vs. and Tournament. There are four difficulty levels that range from "Training" to "Killer". This write-up will focus on the single-player game.
    At its core, the single-player mode of Ultra Vortek is a rather generic tournament fighter with a standard best of 3 set-up. The player selects one of 7 playable characters, each representing one of three factions. Once selected, the player sets out to fight the others in a life or death contest to challenge "the Guardian" and take control of "the Ultra Vortek" - "the wellspring from which mankind draws its eternal energy." If you lose, the life force of your faction will be subsumed by the Ultra Vortek. Heavy stakes, indeed. The tournament itself is called "the Time of Testing" and there is a bit about a Vortek Tablet that is frankly lost on me.
    Backstory aside, Ultra Vortek offers control using the standard Jaguar gamepad's three action buttons and d-pad. Special moves and fatalities - here called Annihilations - are pulled off through various combinations of the directional and action buttons. While the special moves are easier to pull than in other Jaguar fighters, I still found it difficult. It's strange that there is not a Pro Controller option for Ultra Vortek, as it was a relatively late release. While the 3 button control scheme is adequate, the game would have clearly benefited from the 6 button design of the Pro Controller.
    In-game action is mostly fluid. The button response and hit detection are decent and the characters are fairly well balanced. That said, it is far too easy to beat the game in Normal mode by simply using a leg swipe. The difficulty ramps up tremendously in Hard mode, making for a much more enjoyable single-player game. Importantly, the game lacks a combo system which may put off some fighter fans.

     
    Graphics: Graphically, Ultra Vortek shows off the Jaguar's 2D capabilities quite nicely. The stage levels are rather detailed, featuring a blend of post-apocalyptic and hellscape imagery that suits the theme of the game. From digitized onlookers, to subway trains, to roving eyeballs, to mirrored floor surfaces, it's clear that a lot of thought went into the presentation of each stage. That being said, the stages feel disconnected from the characters themselves. By that, I mean that the stages do not necessarily reflect the attributes or biography of the selected opponent. Instead, you'll find yourself fighting on any of the stages, regardless of the opponent/player character selected. This isn't a deal breaker by any means. It's just a bit odd considering all of the time the developers spent on the game's lore.
    Character sprites are decent sized, though not as large or detailed as in Kasumi Ninja. The characters themselves are derived from a mix of digitized photos for the human faction and Buzzsaw, and stop motion and hand animation for the more fantastical characters. Character design is pretty generic cyberpunk/post-apocalyptic fare. They fit the game but are not terribly memorable. My favorite characters to play were the human Lucius and the robot Buzzsaw.
    The standard hits, special moves and fatalities are well animated and many are humorous in their over-the-top nature. For example, the shape-shifting Mercury has a fatality where he turns into a meat grinder and subsequently grinds the body of his foe. Other moves send severed heads hurtling toward the screen. There is also a "poopality" which is everything you would imagine it to be. Oh and there are buckets of blood, acid and ... "mercury"...to be had on screen depending on the characters in play. Ah, the 90s - so extreme!
    Other notes on graphics: 1) I really like the spiked swipe screen. It looks fantastic and is a nice added touch. 2) The player select screen is really cool with one small quibble: character names do not show onscreen until you're in the level. This is a really strange design choice. 3) I really love the eye in the center of the health meter. It follows the action and is so otherworldly.

    Sound/Music: I generally like the near CD quality rock and metal tunes that serve as the soundtrack to the game. It's cheesy but it fits the tone of the game. The hit sounds, digitized voices and other sound effects are all admirably accomplished. I really enjoy some of the character specific sounds, like the short circuiting of defeated robot characters and the squishy noises made by Mercury.

    Final Thoughts: Ultra Vortek is a competent 2D fighter that gets more right than it does wrong. The story is interesting, the gameplay works and the music is jamming. While it isn't quite up to the standards of contemporaries like MK3, it is a solid entry in the Jaguar's lackluster fighter line-up. Is it the best fighter on the Jaguar? For me, that honor goes to Primal Rage. That said, if you're a fan of this style of fighter, give it a try. If not, pass.

    Thanks for reading and please share your memories and thoughts on Ultra Vortek in the comments below! Do you think it is the best fighter on the Jaguar?
    Also, a special thank you to The Professor who recommended this game in the Readers' Choice post! I'll do another readers choice selection for Post 020. The next game comes courtesy of the randomizer. That game is: World Tour Racing!
     
  20. Like
    Sabertooth got a reaction from Justin for a blog entry, 011 - World Tour Racing   
    World Tour Racing
    Published: 1997 by Telegames
    Developed: Teque London
    Polygonal racers were all the rage in the mid-90s.  At the time of the Jaguar’s release, Sega’s Virtua Racing ruled the arcades.  Atari’s answer was the lackluster Checkered Flag; a game notorious for its low frame rate and horrible controls.  The innovative but visually bland Club Drive also failed to impress gamers.  By 1994, the Sega 32X had an excellent port of Virtua Racing.  The release of the Sega Saturn and Sony Playstation brought home amazing versions of Daytona USA and Ridge Racer, respectively.  Atari needed a response.  Something that would make up for the sin of Checkered Flag and provide Jaguar enthusiasts with a modern polygonal racer worthy of their 64-bit machine.  Atari turned to developer Teque London to produce a Formula One licensed racer, complete with real tracks: F1 Racer.
    Unfortunately, by the time the game was ready in early 1996, Atari was on life support.  The ruinous 1995 holiday season brought Atari to the brink and many complete or near complete Jaguar projects were cancelled.  F1 Racer was shelved until Atari’s merger with JTS, at which point the title was purchased by Telegames along with Towers II, Worms, Zero 5, Iron Soldier 2 and Breakout 2000.  The official F1 license was dropped and the final game, now called World Tour Racing, was released in 1997 on the Jaguar CD add-on.
    Is World Tour Racing the polygonal racer that the Jaguar always deserved? Let's take the game to the track and see if it qualifies!
    Gameplay: “Imagine that, a Jaguar polygon racer with decent controls!”
    Gameplay is straightforward in WTR.  Under the default setting, use the controller’s d-pad to steer, B-button to brake and A-button to accelerate.  Control is responsive and steering is tight.  The brakes and acceleration work as they should.  Options for a track map are available in single player mode.  This helps tremendously. 
    The C-button is used to toggle through the game’s three standard views: In-car, Chase 1 and Chase 2.  The game views can really affect gameplay and your mileage may vary depending on which view you select.  I prefer Chase 2 which is behind the car and above.  The car looks smaller in this view but it was easier for me to control.  Chase 1 probably looks the most contemporary with other polygon racers of the time.  The In-car view puts you in the driver’s seat.  This looked cool but I found it difficult to take corners in this mode.  Other views are available on the controller’s keypad, as are options for track maps, music and road textures. 
    WTR’s three main gameplay modes are Single Race, Championship and Arcade.  Both Single Race and Arcade modes have a two-player, split screen option.  In Single Race mode, players can elect to race any of the 16 available race tracks.  In Championship mode, players race the entire calendar, taking on each track in turn.  Both Single Race and Championship mode offer qualifying and free race options.  Qualifying will establish your car’s grid-position in the actual race.  If you choose to skip the qualifying option, you will automatically get the last grid-position.  In Arcade mode, players race each track in turn, scoring points based on finishing place.
    Among the modes, my favorites are Single Race and Arcade.  I enjoy Single Race because you have the option to select any of the 16 available tracks.  There is a good deal of variety in the track layouts and its nice that all of them are unlocked from the start.  Arcade mode is just easy to hop into.  No qualifying, no problem! 
    WTR offers a great deal of customization.  In all modes, players can access the “Workshop” which allows tire selection, gearbox ratios, brake balancing and wing angle.  I played around with these but they didn’t really enhance my race performance.  One thing missing: Color selection! I hope you like a red car because that’s what you’re getting!
    Note: The action noticeably slows down during two-player split screen.  Also, the track map feature is not available.  This makes taking tight corners a bit trickier than in single-player mode.  I consider the split screen option a novelty. 
    Graphics: Graphically, WTR is a bit of a grab bag. In-game, WTR uses a combination of gouraud-shaded polygons, bitmaps and minimal textures.  In still shots and on straightaways where you are the only car, this looks great.  Atari-themed signs (“Atari”, “Jaguar”, “DOOM”), buildings, crowds and trees fly by and give you a real sense of speed.  However, when there is too much on the scree the slow-down is noticeable.  This doesn’t ruin the gameplay but it can be distracting.  As mentioned above, the slow-down is even more prevalent in two-player mode.  There is an option to turn on a texture on the race track.  This option looks really strange and I found that performance improved slightly if I left it off.
    The information graphics (speed, place and lap) look very clean and are in line with the style of the day.  Fonts are modern (for the 90s) and have a slight gradient shading which looks really good.  In single player mode, there are three options for a track map. The first shows just a portion of the map in a translucent box.  The second is a map of the full track, which rotates with you.  The last map option is to have no map at all.  I found the rotating full track map to be the easiest to use.  
    The tracks themselves are different from one another but none of the environments really stand out.  Is it Britain?  Is it Brazil?  Is it Hungary?  Without the menu, who would know? It would have been cool if the artists incorporated something unique in each track to distinguish one nation’s track from the next.
    One of the tell-tale signs of a 90s CD-ROM title are the weird CG cutscenes and movies.  WTR is chock full of them.  These range from the bizarre Teque title-card, to the game intro, to an arcade machine bursting through the wall when selecting Arcade mode.  The models here are much smoother than what was capable in-game and was at least on par with what other systems were doing at the time.  None of these have aged well but its part of that era and always makes me laugh.  Its clear someone was having fun with all of the extra storage the Jaguar CD provided!
    Sound/Music: WTR really shines in the audio department.  Engine sounds and screeching tires sound just as you would expect.  In true mid-90s fashion, in-game music consists of high-quality techno that is really fun to drive to.  It truly shows off the Jaguar CDs audio capabilities and is some of the best music on the platform.  My only complaint is that there are only 3 tunes over the course of 16 race tracks.  It would have been great if more in-game music was included. 
    Other Notes:  There is no Memory Track support in WTR. Instead, you use an over long pass code.  This is CRAZY for a Jaguar CD game.  Maybe Teque didn't have time to implement Memory Track support but its a real bummer.  
    Final Thoughts: World Tour Racing is a competent polygonal open-wheel racer.  It controls reasonably well, is full of options, has a variety of tracks, and features some of the best music on the Jaguar.  The graphics definitely tax the system and there is noticeable slow down during gameplay, particularly in two-player mode.  Does it hold up to contemporaries on the Saturn and Playstation?  Not by a long shot.  That said, it is a fun game and its the best polygonal racer on the platform.  If you have a Jaguar CD or are an F1 fan, its definitely worth a look.
    Thanks for reading and please share your memories and thoughts on World Tour Racing in the comments below! Do you think that it takes the pole position among Jaguar’s racers?
    The next game is: Primal Rage!
  21. Like
    Sabertooth got a reaction from RickR for a blog entry, 011 - World Tour Racing   
    World Tour Racing
    Published: 1997 by Telegames
    Developed: Teque London
    Polygonal racers were all the rage in the mid-90s.  At the time of the Jaguar’s release, Sega’s Virtua Racing ruled the arcades.  Atari’s answer was the lackluster Checkered Flag; a game notorious for its low frame rate and horrible controls.  The innovative but visually bland Club Drive also failed to impress gamers.  By 1994, the Sega 32X had an excellent port of Virtua Racing.  The release of the Sega Saturn and Sony Playstation brought home amazing versions of Daytona USA and Ridge Racer, respectively.  Atari needed a response.  Something that would make up for the sin of Checkered Flag and provide Jaguar enthusiasts with a modern polygonal racer worthy of their 64-bit machine.  Atari turned to developer Teque London to produce a Formula One licensed racer, complete with real tracks: F1 Racer.
    Unfortunately, by the time the game was ready in early 1996, Atari was on life support.  The ruinous 1995 holiday season brought Atari to the brink and many complete or near complete Jaguar projects were cancelled.  F1 Racer was shelved until Atari’s merger with JTS, at which point the title was purchased by Telegames along with Towers II, Worms, Zero 5, Iron Soldier 2 and Breakout 2000.  The official F1 license was dropped and the final game, now called World Tour Racing, was released in 1997 on the Jaguar CD add-on.
    Is World Tour Racing the polygonal racer that the Jaguar always deserved? Let's take the game to the track and see if it qualifies!
    Gameplay: “Imagine that, a Jaguar polygon racer with decent controls!”
    Gameplay is straightforward in WTR.  Under the default setting, use the controller’s d-pad to steer, B-button to brake and A-button to accelerate.  Control is responsive and steering is tight.  The brakes and acceleration work as they should.  Options for a track map are available in single player mode.  This helps tremendously. 
    The C-button is used to toggle through the game’s three standard views: In-car, Chase 1 and Chase 2.  The game views can really affect gameplay and your mileage may vary depending on which view you select.  I prefer Chase 2 which is behind the car and above.  The car looks smaller in this view but it was easier for me to control.  Chase 1 probably looks the most contemporary with other polygon racers of the time.  The In-car view puts you in the driver’s seat.  This looked cool but I found it difficult to take corners in this mode.  Other views are available on the controller’s keypad, as are options for track maps, music and road textures. 
    WTR’s three main gameplay modes are Single Race, Championship and Arcade.  Both Single Race and Arcade modes have a two-player, split screen option.  In Single Race mode, players can elect to race any of the 16 available race tracks.  In Championship mode, players race the entire calendar, taking on each track in turn.  Both Single Race and Championship mode offer qualifying and free race options.  Qualifying will establish your car’s grid-position in the actual race.  If you choose to skip the qualifying option, you will automatically get the last grid-position.  In Arcade mode, players race each track in turn, scoring points based on finishing place.
    Among the modes, my favorites are Single Race and Arcade.  I enjoy Single Race because you have the option to select any of the 16 available tracks.  There is a good deal of variety in the track layouts and its nice that all of them are unlocked from the start.  Arcade mode is just easy to hop into.  No qualifying, no problem! 
    WTR offers a great deal of customization.  In all modes, players can access the “Workshop” which allows tire selection, gearbox ratios, brake balancing and wing angle.  I played around with these but they didn’t really enhance my race performance.  One thing missing: Color selection! I hope you like a red car because that’s what you’re getting!
    Note: The action noticeably slows down during two-player split screen.  Also, the track map feature is not available.  This makes taking tight corners a bit trickier than in single-player mode.  I consider the split screen option a novelty. 
    Graphics: Graphically, WTR is a bit of a grab bag. In-game, WTR uses a combination of gouraud-shaded polygons, bitmaps and minimal textures.  In still shots and on straightaways where you are the only car, this looks great.  Atari-themed signs (“Atari”, “Jaguar”, “DOOM”), buildings, crowds and trees fly by and give you a real sense of speed.  However, when there is too much on the scree the slow-down is noticeable.  This doesn’t ruin the gameplay but it can be distracting.  As mentioned above, the slow-down is even more prevalent in two-player mode.  There is an option to turn on a texture on the race track.  This option looks really strange and I found that performance improved slightly if I left it off.
    The information graphics (speed, place and lap) look very clean and are in line with the style of the day.  Fonts are modern (for the 90s) and have a slight gradient shading which looks really good.  In single player mode, there are three options for a track map. The first shows just a portion of the map in a translucent box.  The second is a map of the full track, which rotates with you.  The last map option is to have no map at all.  I found the rotating full track map to be the easiest to use.  
    The tracks themselves are different from one another but none of the environments really stand out.  Is it Britain?  Is it Brazil?  Is it Hungary?  Without the menu, who would know? It would have been cool if the artists incorporated something unique in each track to distinguish one nation’s track from the next.
    One of the tell-tale signs of a 90s CD-ROM title are the weird CG cutscenes and movies.  WTR is chock full of them.  These range from the bizarre Teque title-card, to the game intro, to an arcade machine bursting through the wall when selecting Arcade mode.  The models here are much smoother than what was capable in-game and was at least on par with what other systems were doing at the time.  None of these have aged well but its part of that era and always makes me laugh.  Its clear someone was having fun with all of the extra storage the Jaguar CD provided!
    Sound/Music: WTR really shines in the audio department.  Engine sounds and screeching tires sound just as you would expect.  In true mid-90s fashion, in-game music consists of high-quality techno that is really fun to drive to.  It truly shows off the Jaguar CDs audio capabilities and is some of the best music on the platform.  My only complaint is that there are only 3 tunes over the course of 16 race tracks.  It would have been great if more in-game music was included. 
    Other Notes:  There is no Memory Track support in WTR. Instead, you use an over long pass code.  This is CRAZY for a Jaguar CD game.  Maybe Teque didn't have time to implement Memory Track support but its a real bummer.  
    Final Thoughts: World Tour Racing is a competent polygonal open-wheel racer.  It controls reasonably well, is full of options, has a variety of tracks, and features some of the best music on the Jaguar.  The graphics definitely tax the system and there is noticeable slow down during gameplay, particularly in two-player mode.  Does it hold up to contemporaries on the Saturn and Playstation?  Not by a long shot.  That said, it is a fun game and its the best polygonal racer on the platform.  If you have a Jaguar CD or are an F1 fan, its definitely worth a look.
    Thanks for reading and please share your memories and thoughts on World Tour Racing in the comments below! Do you think that it takes the pole position among Jaguar’s racers?
    The next game is: Primal Rage!
  22. Like
    Sabertooth reacted to dgrubb for a blog entry, Project: Jaguar USB Tap   
    Justification
     
    In recent years the retro-gaming community has taken a revisionist view of the Atari Jaguar. What was once a console marred by failure is now more regularly being perceived as a missed opportunity. Rather than maintaining a reputation as a broken console the Jaguar is becoming more highly regarded as a technical innovator failed by a lack of capital and business acumen of the company who developed and marketed it. Consequently, demand for Jaguar consoles and peripherals has increased enormously with prices for used equipment rising accordingly. Emulation provides an easy way for newcomers to enter the scene without having to pay a heavy upfront cost for access.
     
    Since the Jaguar's era the video gaming market has changed considerably with controller designs becoming more or less standardised around a layout favoured by the two current dominant platforms, Microsoft's XBox and Sony's PlayStation: two analog sticks, a D-pad, four action buttons and a pair of shoulder triggers and buttons. Vendors of PC compatible gamepads have aped this layout in turn but, unfortunately, the Jaguar controller doesn't easily map to this format due to the inclusion of a twelve-key numeric pad embedded into the controller front face. This makes emulating Jaguar games with off-the-shelf PC gamepads somewhat dissatisfying, forcing the player to make use of a keyboard in addition to gamepad, or forgo a controller altogether.
     
    Even though a complete Jaguar console may be prohibitively expensive, a Jaguar controller can be purchased for ~$20. Combined with emulation a genuine controller can allow an affordable path to enjoy the Jaguar's eclectic library of games with the input device they were designed for, if the controller can be made to work with the standard inputs of a modern PC. Hence I intend to design and build a cheap converter device: the Jaguar USB Tap.
     
    Design Philosophy
     
    I am greatly influenced by the goals of the free software movement initiated by Richard Stallman. I also want the community surrounding Atari and the Jaguar to be healthy and robust. Making this project as open as I can possibly make it is a natural consequence of these two impetuses. Therefore, there are several requirements I must adhere to:
    All source code must be published with a Free/Libre license and made available through a convenient and readable mechanism (e.g., plain source hosted on a service such as GitHub). All hardware design files - such as schematics, PCB layouts and Gerber files - must be published in the same manner. Hardware design files must be available in formats which are standard and trivially readable. For example, if the schematics were published freely but couldn’t be opened without an expensive proprietary tool then they wouldn’t be open in any reasonable sense. When selecting components consideration must be given to how easily another person can reproduce the design. For instance, parts which require special soldering equipment or advanced techniques, such as quad-flat pack ICs with no pins (QFN), are undesirable.

    Fulfillment of these requirements shall influence technical and non-technical decisions alike. For example, an FPGA would be a good technical solution but a poor choice for the goals of this project as they require expensive proprietary software and programming devices.
     

    Component selections
     
    Even though I shall be using entirely surface-mount (SMD) components, with the exception of connectors, I will be selecting components with relatively large footprints such as 1812 for non-polarised capacitors. Larger components will result in a board being much bigger than it needs to be, but I feel this to be an acceptable trade-off to ensure that the design is accessible as they require less skill to solder but can also be identified and handled more easily by those with poorer eyesight.
     


     
    At the heart of the board shall be an STM32F070 microcontroller (uC) (http://www.st.com/en/microcontrollers/stm32f070cb.html). This part contains an ARM processor core, a USB peripheral and a small handful of GPIO pins making it highly suited as an embedded processor in USB human-interface devices (HID). While the part is a good technical fit for the project there are also accessibility reasons for using an STM32 uC. Chiefly, firmware can be developed using entirely open-source tools, such as gcc, on the user’s platform of choice (Linux, Mac OS or, I suppose, even Windows).
     
    A programmer device is required to upload firmware to the uC but this is another area where ST have done extremely well in providing an accessible solution. Every STM-Nucleo development board (~$10) contains an ST-Link programmer device which be used for programming external uCs in addition to that built into the board: http://www.st.com/content/ccc/resource/technical/document/technical_note/group0/30/c8/1d/0f/15/62/46/ef/DM00290229/files/DM00290229.pdf/jcr:content/translations/en.DM00290229.pdf
     
    Jaguar controller interface
     
    The hardware interface of the Jaguar controller is extremely simple. Button presses cause particular pins on the DB15 connector to be set high in contrast to some later systems, such as the Nintendo64, which serialise controller state data and maintain active two-way communication between controller and console. All that’s really needed is for the STM uC to detect rising-edge voltages on GPIO pins connected to a DB15 socket and send a USB HID message to the host PC.
     
    The controller has twenty-one buttons (n.b., even though the Pro controller has more buttons they’re mapped to buttons which exist on the original controller so no additional interpretation is required) and the DB15 connector provides fifteen pins. Button states are encoded with two bits worth of information: a column (or address) pin, and a data pin. This mapping is:
     


    Column 1 address (option, 3, 6, 9, #) Column 2 address (C, 2, 5, 8, 0) Column 3 address (B, 1, 4, 7, *) Column 4 address (Pause, A, N, S, E, W) - Row 1 data (pause) +5VDC Source - GND Row 2 data (A, B, C, Option) Row 3 data (E, 1, 2, 3) Row 4 data (W, 4, 5, 6) Row 5 data (S, 7, 8, 9) Row 6 data (N, *, 0, #) -

    For example, when the player presses the A button pin 4 and pin 10 are set high. Source: http://arcarc.xmission.com/Web%20Archives/Deathskull%20%28May-2006%29/games/tech/jagcont.html
     

    Result
     
    A high logic level for the controller is 5v but the STM32F070 runs at 3.3v (only two pins are 5v tolerant: D+ and D- USB data connections) so an interface chip is required to translate the two voltage levels. I’ve selected the TX01060 which provides an enable signal line allowing the uC to programmatically disable the connection to the controller if required. This is a useful point for attaching an LED for visual indication that the device is running as expected and for basic debugging. A regulator is also required to the convert the 5v power provided from the upstream USB connection to a level safe for the uC.
     


     


     
    Resources
     
    All design files, documentation and source code is available through my GitHub account and shall be updated as the project progresses: https://github.com/dgrubb/Jaguar-USB-tap
  23. Like
    Sabertooth got a reaction from dgrubb for a blog entry, 009 - Syndicate   
    Syndicate
    Published: 1994 by Ocean
    Developed: Bullfrog
     
    Syndicate began life as a fairly popular overhead RTS on the PC and Amiga. The goal of Syndicate is to build the wealth, power and territory of your criminal enterprise through a combination of force, persuasion, taxation and research. The depth and novelty of the game led to a host of conversions. The last time I tried to play Syndicate was over 20 years ago and I was not at all impressed. In the intervening years, I've read that this game - including the Jaguar version - was generally well received and is thought by some to be a forebearer to the original GTA.
     
    Is the Jaguar version of Syndicate a solid translation of the computer classic? Or would it have better been left to a keyboard and mouse? Read on to find out!
     

     
    Gameplay: You start the game with a world map from which you select the territory you need to conquer. The more territory that you control, the more population and taxes collected. This leads to funds that you can use to buy intelligence during mission briefings, purchase equipment, or research enhancements for your agents. Once you select a territory, you are brought to a mission briefing. After accepting the mission, you get to select and equip a team of up to 4 agents, which you control in-game. "Control" in Syndicate is a relative term.
     
    I'm primarily a console gamer. As such, I expect game controls to be fairly intuitive. I want to be able to jump right in and start playing without looking through a manual. If I do read the manual, it should be to clarify some nuance or quirk of the game's features. Syndicate is not that type of game. From menu options to in-game controls, Syndicate requires the player to not only read the manual, but to study it.
     
    To make up for its lack of a keyboard, this computer conversion uses all of the buttons on the Jagpad. That's right, all three action buttons, plus the twelve buttons on the keypad. Because that's not enough for the actions in Syndicate, there are even button combinations that are required for certain actions. Want to zoom in? Press C+1. Need to deselect a weapon? That's C+9. All in all, I counted 26 possible actions available in-game. These are listed on pages 16-18 of the manual. Needless to say, I kept the manual handy so I had some idea what I needed to do. If that sounds tedious, that's because it is. The complexity literally stripped much of the joy and excitement out of playing this game.
     
    Once in the game, I found the onscreen movement clunky. I've played a number of point and click RTS games and this just doesn't flow for me.
     

     
    Graphics: The graphics in Syndicate are a bloody mess. The game world is presented in an isometric perspective that hampers navigation and can hide enemies and targets from view. The player's squad of agents, cops, enemies and targets are represented by blocky low-res sprites that look pretty bad no matter what your zoom. Some of the game maps are interesting from a distance, but lose detail and refinement when zoomed in. Scrolling across the play field is somewhat choppy and the onscreen action is anything but fluid. The in-game map is nearly useless as it's hard to differentiate between the different NPCs. There are some fun death animations, so that's something.
     
    Sound/Music: The music in Syndicate consists of dark synthy chip tunes that I suppose are befitting the dystopian future of the game world. It isn't terrible but it also isn't memorable. The game's sound effects are pretty limited. In a word: average.
     
    Overall: Syndicate on the Jaguar is a clunky RTS that is low on fun and high in tedium. It may have been highly regarded in its day, but there a far superior RTS experiences out there. Ultimately, the potential of the game's concept is undermined by the clunky control interface and lackluster graphics.
     
    Final Verdict: If it's not yet clear, Syndicate was not my cup of tea. The overly complicated control scheme made playing the game a chore. Maybe it works well on a PC, but on the Jaguar I mark this one down for collectors only.
     
    Thanks for reading and please share your memories and thoughts on Syndicate in the comments below! I'm particularly interested in hearing from those of you who enjoyed the game - either on the Jaguar or another platform.
     
    The next game is from my recent Readers' Choice post and comes courtesy of The Professor: Ultra Vortek! Thanks to The Professor and RickR for the suggestions!
     

  24. Like
    Sabertooth got a reaction from Justin for a blog entry, 009 - Syndicate   
    Syndicate
    Published: 1994 by Ocean
    Developed: Bullfrog
     
    Syndicate began life as a fairly popular overhead RTS on the PC and Amiga. The goal of Syndicate is to build the wealth, power and territory of your criminal enterprise through a combination of force, persuasion, taxation and research. The depth and novelty of the game led to a host of conversions. The last time I tried to play Syndicate was over 20 years ago and I was not at all impressed. In the intervening years, I've read that this game - including the Jaguar version - was generally well received and is thought by some to be a forebearer to the original GTA.
     
    Is the Jaguar version of Syndicate a solid translation of the computer classic? Or would it have better been left to a keyboard and mouse? Read on to find out!
     

     
    Gameplay: You start the game with a world map from which you select the territory you need to conquer. The more territory that you control, the more population and taxes collected. This leads to funds that you can use to buy intelligence during mission briefings, purchase equipment, or research enhancements for your agents. Once you select a territory, you are brought to a mission briefing. After accepting the mission, you get to select and equip a team of up to 4 agents, which you control in-game. "Control" in Syndicate is a relative term.
     
    I'm primarily a console gamer. As such, I expect game controls to be fairly intuitive. I want to be able to jump right in and start playing without looking through a manual. If I do read the manual, it should be to clarify some nuance or quirk of the game's features. Syndicate is not that type of game. From menu options to in-game controls, Syndicate requires the player to not only read the manual, but to study it.
     
    To make up for its lack of a keyboard, this computer conversion uses all of the buttons on the Jagpad. That's right, all three action buttons, plus the twelve buttons on the keypad. Because that's not enough for the actions in Syndicate, there are even button combinations that are required for certain actions. Want to zoom in? Press C+1. Need to deselect a weapon? That's C+9. All in all, I counted 26 possible actions available in-game. These are listed on pages 16-18 of the manual. Needless to say, I kept the manual handy so I had some idea what I needed to do. If that sounds tedious, that's because it is. The complexity literally stripped much of the joy and excitement out of playing this game.
     
    Once in the game, I found the onscreen movement clunky. I've played a number of point and click RTS games and this just doesn't flow for me.
     

     
    Graphics: The graphics in Syndicate are a bloody mess. The game world is presented in an isometric perspective that hampers navigation and can hide enemies and targets from view. The player's squad of agents, cops, enemies and targets are represented by blocky low-res sprites that look pretty bad no matter what your zoom. Some of the game maps are interesting from a distance, but lose detail and refinement when zoomed in. Scrolling across the play field is somewhat choppy and the onscreen action is anything but fluid. The in-game map is nearly useless as it's hard to differentiate between the different NPCs. There are some fun death animations, so that's something.
     
    Sound/Music: The music in Syndicate consists of dark synthy chip tunes that I suppose are befitting the dystopian future of the game world. It isn't terrible but it also isn't memorable. The game's sound effects are pretty limited. In a word: average.
     
    Overall: Syndicate on the Jaguar is a clunky RTS that is low on fun and high in tedium. It may have been highly regarded in its day, but there a far superior RTS experiences out there. Ultimately, the potential of the game's concept is undermined by the clunky control interface and lackluster graphics.
     
    Final Verdict: If it's not yet clear, Syndicate was not my cup of tea. The overly complicated control scheme made playing the game a chore. Maybe it works well on a PC, but on the Jaguar I mark this one down for collectors only.
     
    Thanks for reading and please share your memories and thoughts on Syndicate in the comments below! I'm particularly interested in hearing from those of you who enjoyed the game - either on the Jaguar or another platform.
     
    The next game is from my recent Readers' Choice post and comes courtesy of The Professor: Ultra Vortek! Thanks to The Professor and RickR for the suggestions!
     

  25. Like
    Sabertooth got a reaction from The Professor for a blog entry, 008 - Zoop!   
    Zoop
    Published: 1995 by Viacom
    Designed by Hookstone, Ltd.
    Jaguar Version: Electric Spectacle Productions, Ltd.
     
    Zoop is one of those games that no one seemed to ask for but was nonetheless pushed out to nearly every platform on the market. Billed as "America's Greatest Killer of Time!", this puzzler appeared on Gameboy, Game Gear, SNES, Genesis, PlayStation, Saturn, Macintosh, Windows, and our own beloved Jaguar. The ads were EVERYWHERE. This was a game that was scientifically proven to be so addictive that you would lose your mind. This was Viacom's Tetris and we were all going to be glued to the screen.
     
    As I indicated in Post 000, one of the reasons that I'm doing this blog is to play some of the least played titles in my collection. Prior to this review, I had never played Zoop. I picked it up in a lot of sealed commons about six years ago and never even opened it. In fact, it is the only game in my Jaguar collection that I had never booted up. UNTIL NOW.
     
    Is Zoop the addictive puzzler it was advertised to be? Did it drive me cuckoo bananas? Was it worth ripping off the cellophane? Read on to find out!
     

     
    Gameplay: On the face of it, Zoop is a simple puzzler. The goal of the game is to eliminate colored shapes marching toward a square box in the center of the screen using a color matching game mechanic. You control a triangle that resides within this center square. The square itself is 4 rows tall by 4 columns wide. Blue, purple, green and orange shapes approach the center square from all four sides along sixteen different pathways. As new shapes appear, the earlier shapes will be pushed one space closer to the center square. If a shape gets to the center square, it's GAME OVER!
     
    To stave off your inevitable demise, the player uses the d-pad to move the triangle within the center square, targeting the shapes. Pressing the action button sends your triangle hurtling at blurring speed into the shapes. If you hit a shape that is the same color as your triangle, you'll eliminate that shape. If multiple shapes of the same color are stacked together, you can eliminate the whole lot for a score multiplier. If you hit a shape that is a different color as the triangle, you will swap colors with that shape without eliminating it. This can be used strategically to build stacks and improve your score. There are also a few power ups which come in handy.
     
    Control is tight and responsive. This is critical as you progress through each level. Speaking of levels, Zoop offers two game modes: Continual and Level. In Continual mode, the shapes on the board remain as you progress through each level without pause. In Level mode, the game field is cleared of shapes with each completed level. I preferred to play Level mode.
     
    Graphics: The graphics in Zoop are unremarkable. The player sprite is a simple triangle. Likewise, the approaching shapes are rudimentary blobs of color. There is minimal animation. The play field changes with each level. For some levels, the color combination is more interesting than others. That said, it's clear that they were going for a certain vibe with this game and stuck to it. Could it have used a little more graphic flare? Probably. But that isn't really the point. As it is, the game is bright and colorful and does the job.
     

     
    Sound/Music: The music in Zoop is sorta like "smooth jazz." It is calming and the tempo doesn't change as the pace of the game quickens. While competent, the music seems to be at odds with the gameplay. There are audio alerts if the shapes border the center square. Additionally, your triangle makes noise when moving or eliminating shapes.
     
    Overall: Zoop is a decent puzzle game. The few hours that I spent with it were enjoyable. The simple graphics and gameplay mechanic works well and control was what it should be. Was it as addictive as Viacom claimed? Not in the least. While I could see myself picking it up again, it was very easy to put it down. No one is going to miss sleep or be late to work over this one. At least I still have a firm grip on reality!
     
    Final Verdict: The Jaguar has few puzzlers and, in that way, Zoop fills a certain niche. If you like the genre, consider Zoop.
     
    Thanks for reading and please share your memories and thoughts on Zoop in the comments below!
     
    The next game is: Syndicate
     

  26. Like
    Sabertooth got a reaction from The Professor for a blog entry, Reader's Choice - You Name The Game   
    Those who have been following this blog might know that I use Excel to randomly select which Jaguar game that I'll review next. This approach basically forces me to reconnect with games that I may not otherwise choose to play. Overall, it's been a fun experiment and one that I intend to continue as I wind my way through my Jaguar collection.
     
    That said, I'm just about finished with my Syndicate review (009) and I thought that I'd open up post number 010 to my fellow forum members. If there are any Jaguar games that you'd like to learn/read more about, let me know in the comments. I'll take the titles suggested and use Excel to randomly select one for post 010.
     
    Please limit your suggestions to two titles. If you happen to suggest a game that I don't have, I'll let you know. I'll keep this open until next Friday and announce the selection in the post for Syndicate.
  27. Like
    Sabertooth got a reaction from Justin for a blog entry, 008 - Zoop!   
    Zoop
    Published: 1995 by Viacom
    Designed by Hookstone, Ltd.
    Jaguar Version: Electric Spectacle Productions, Ltd.
     
    Zoop is one of those games that no one seemed to ask for but was nonetheless pushed out to nearly every platform on the market. Billed as "America's Greatest Killer of Time!", this puzzler appeared on Gameboy, Game Gear, SNES, Genesis, PlayStation, Saturn, Macintosh, Windows, and our own beloved Jaguar. The ads were EVERYWHERE. This was a game that was scientifically proven to be so addictive that you would lose your mind. This was Viacom's Tetris and we were all going to be glued to the screen.
     
    As I indicated in Post 000, one of the reasons that I'm doing this blog is to play some of the least played titles in my collection. Prior to this review, I had never played Zoop. I picked it up in a lot of sealed commons about six years ago and never even opened it. In fact, it is the only game in my Jaguar collection that I had never booted up. UNTIL NOW.
     
    Is Zoop the addictive puzzler it was advertised to be? Did it drive me cuckoo bananas? Was it worth ripping off the cellophane? Read on to find out!
     

     
    Gameplay: On the face of it, Zoop is a simple puzzler. The goal of the game is to eliminate colored shapes marching toward a square box in the center of the screen using a color matching game mechanic. You control a triangle that resides within this center square. The square itself is 4 rows tall by 4 columns wide. Blue, purple, green and orange shapes approach the center square from all four sides along sixteen different pathways. As new shapes appear, the earlier shapes will be pushed one space closer to the center square. If a shape gets to the center square, it's GAME OVER!
     
    To stave off your inevitable demise, the player uses the d-pad to move the triangle within the center square, targeting the shapes. Pressing the action button sends your triangle hurtling at blurring speed into the shapes. If you hit a shape that is the same color as your triangle, you'll eliminate that shape. If multiple shapes of the same color are stacked together, you can eliminate the whole lot for a score multiplier. If you hit a shape that is a different color as the triangle, you will swap colors with that shape without eliminating it. This can be used strategically to build stacks and improve your score. There are also a few power ups which come in handy.
     
    Control is tight and responsive. This is critical as you progress through each level. Speaking of levels, Zoop offers two game modes: Continual and Level. In Continual mode, the shapes on the board remain as you progress through each level without pause. In Level mode, the game field is cleared of shapes with each completed level. I preferred to play Level mode.
     
    Graphics: The graphics in Zoop are unremarkable. The player sprite is a simple triangle. Likewise, the approaching shapes are rudimentary blobs of color. There is minimal animation. The play field changes with each level. For some levels, the color combination is more interesting than others. That said, it's clear that they were going for a certain vibe with this game and stuck to it. Could it have used a little more graphic flare? Probably. But that isn't really the point. As it is, the game is bright and colorful and does the job.
     

     
    Sound/Music: The music in Zoop is sorta like "smooth jazz." It is calming and the tempo doesn't change as the pace of the game quickens. While competent, the music seems to be at odds with the gameplay. There are audio alerts if the shapes border the center square. Additionally, your triangle makes noise when moving or eliminating shapes.
     
    Overall: Zoop is a decent puzzle game. The few hours that I spent with it were enjoyable. The simple graphics and gameplay mechanic works well and control was what it should be. Was it as addictive as Viacom claimed? Not in the least. While I could see myself picking it up again, it was very easy to put it down. No one is going to miss sleep or be late to work over this one. At least I still have a firm grip on reality!
     
    Final Verdict: The Jaguar has few puzzlers and, in that way, Zoop fills a certain niche. If you like the genre, consider Zoop.
     
    Thanks for reading and please share your memories and thoughts on Zoop in the comments below!
     
    The next game is: Syndicate
     

  28. Like
    Sabertooth got a reaction from RickR for a blog entry, 008 - Zoop!   
    Zoop
    Published: 1995 by Viacom
    Designed by Hookstone, Ltd.
    Jaguar Version: Electric Spectacle Productions, Ltd.
     
    Zoop is one of those games that no one seemed to ask for but was nonetheless pushed out to nearly every platform on the market. Billed as "America's Greatest Killer of Time!", this puzzler appeared on Gameboy, Game Gear, SNES, Genesis, PlayStation, Saturn, Macintosh, Windows, and our own beloved Jaguar. The ads were EVERYWHERE. This was a game that was scientifically proven to be so addictive that you would lose your mind. This was Viacom's Tetris and we were all going to be glued to the screen.
     
    As I indicated in Post 000, one of the reasons that I'm doing this blog is to play some of the least played titles in my collection. Prior to this review, I had never played Zoop. I picked it up in a lot of sealed commons about six years ago and never even opened it. In fact, it is the only game in my Jaguar collection that I had never booted up. UNTIL NOW.
     
    Is Zoop the addictive puzzler it was advertised to be? Did it drive me cuckoo bananas? Was it worth ripping off the cellophane? Read on to find out!
     

     
    Gameplay: On the face of it, Zoop is a simple puzzler. The goal of the game is to eliminate colored shapes marching toward a square box in the center of the screen using a color matching game mechanic. You control a triangle that resides within this center square. The square itself is 4 rows tall by 4 columns wide. Blue, purple, green and orange shapes approach the center square from all four sides along sixteen different pathways. As new shapes appear, the earlier shapes will be pushed one space closer to the center square. If a shape gets to the center square, it's GAME OVER!
     
    To stave off your inevitable demise, the player uses the d-pad to move the triangle within the center square, targeting the shapes. Pressing the action button sends your triangle hurtling at blurring speed into the shapes. If you hit a shape that is the same color as your triangle, you'll eliminate that shape. If multiple shapes of the same color are stacked together, you can eliminate the whole lot for a score multiplier. If you hit a shape that is a different color as the triangle, you will swap colors with that shape without eliminating it. This can be used strategically to build stacks and improve your score. There are also a few power ups which come in handy.
     
    Control is tight and responsive. This is critical as you progress through each level. Speaking of levels, Zoop offers two game modes: Continual and Level. In Continual mode, the shapes on the board remain as you progress through each level without pause. In Level mode, the game field is cleared of shapes with each completed level. I preferred to play Level mode.
     
    Graphics: The graphics in Zoop are unremarkable. The player sprite is a simple triangle. Likewise, the approaching shapes are rudimentary blobs of color. There is minimal animation. The play field changes with each level. For some levels, the color combination is more interesting than others. That said, it's clear that they were going for a certain vibe with this game and stuck to it. Could it have used a little more graphic flare? Probably. But that isn't really the point. As it is, the game is bright and colorful and does the job.
     

     
    Sound/Music: The music in Zoop is sorta like "smooth jazz." It is calming and the tempo doesn't change as the pace of the game quickens. While competent, the music seems to be at odds with the gameplay. There are audio alerts if the shapes border the center square. Additionally, your triangle makes noise when moving or eliminating shapes.
     
    Overall: Zoop is a decent puzzle game. The few hours that I spent with it were enjoyable. The simple graphics and gameplay mechanic works well and control was what it should be. Was it as addictive as Viacom claimed? Not in the least. While I could see myself picking it up again, it was very easy to put it down. No one is going to miss sleep or be late to work over this one. At least I still have a firm grip on reality!
     
    Final Verdict: The Jaguar has few puzzlers and, in that way, Zoop fills a certain niche. If you like the genre, consider Zoop.
     
    Thanks for reading and please share your memories and thoughts on Zoop in the comments below!
     
    The next game is: Syndicate
     

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