>2nd generation consoles general
Games so old, not even hipsters bother to play it.
So what are some hidden gems on these dinosaurs?
Just like, ignore the bad posts, man.
I don't think there are any "hidden gems" as they've been out long enough for their libraries to have been scrutinized over and over for the cream of the crop.
I'll hastily list a great game (my subjective opinion) for each console;
Tower of Doom
Sadly never played one (yet)
I really fucked up my meme arrows on that post
The commercials back then seem odd in retrospect they don't seem like "video game commercials" at all like even NES commercials.
They sound like they're pitching board games or something. It's bizarre.
We understand what you meant, /vr/other.
>So what are some hidden gems on these dinosaurs?
Let's say, Enduro for Atari 2600, Space Armada for Intellivision (or what it was with three squadrons), Thunder Castle, B-17 Bomber was fun, if I remember correctly, Space-whatever, what it was with the view behind and "great graphic effects" with planet blast...
They kind of were. I know every system has limitations, but going that far back they become really crippling, not just in graphics or sound but in the "meat" your game can feature.
Donkey Kong had to have been one of the biggest, most advanced, most elaborate games of the era and it has what, maybe 1/20th as much content as Super Mario Bros?
And if you've seen one screen of Space Invaders, you've basically seen the entire game, you know?
>Donkey Kong had to have been one of the biggest, most advanced, most elaborate games of the era and it has what, maybe 1/20th as much content as Super Mario Bros?
Also almost every home version of DK has missing content which goes to show you its complexity by the standards of that time.
Although I don't see why you'd be proud of being a poorfag who had a Colecovision obtained from the Salvation Army while the other kids at school were talking about Tony Hawk Pro Skater.
They bother with the Vectrex at the very least.
Yeah, implying that that modern shit is better than a game system literally developed by an old leather company.
Coleco stood for The Connecticut Leather Company.
I don't see kids these days playing with a fucking Patagoniavision.
Activision and Atari were obviously the best devs on the 2600. However, there were so many games on that system...
Is there anything truly weird or bizarre or something that's ahead of its time on that system? There has to be something.
I have a Vectrex with a good multicart that contains all the retail releases and most of the homebrew. I can tell you that its library is pretty much all-good and would be even better with overlays.
>Dat fine detail
>Dat smooth animation
I was born in '88 and only had my older brothers' 2600 until my parents caved and got me an N64 in '97. We were solidly middle class, my parents just bought into the 'video games are evil' mentality of the era. It basically cemented me as a retro gamer for life, and I got to experience some real gems.
>The Famicom was BUILT on the idea of making a home port of Donkey Dong and they still had to cut the Pie Factory level and "How high can you go?" screen.
I never understood this. It supported Super Mario Bros 1, 2 and 3 yet Donkey Kong was too much? The fuck?
I don't know if it's a "hidden gem", but Stampede is pretty good.
Is that really necessary, dude?
What are you twinks talking about?
Intellivision is where it's at, bitches!
Have any of you urban youth ever actually played a TV Color Game?
I didn't say that there's a cutoff date for hidden gems. I merely opined that due to these 2nd gen libraries being around longer than any other, and that they were the first gen to really have "libraries" (not talking about pong variations here). That surely anyone who has spent some time playing these and/or grew up with them, would be hard pressed to be presented with a title that they've not heard of nor played.
No, I've not played a Vectrex.
You could say that perhaps the Coleco and Intelli harbor hidden gems because they are less known than the VCS2600 and the vectrex even more so.
How about Fortune Builder for the Colecovision and Utopia for Intellivision?
Strategy games that predate SimCity by years.
>Games so old, not even hipsters bother to play it.
I like you, bro.
I grew up playing Astrosmash and Lock N' Chase on the Intellivision. There was a space shooter where you were flying just above the surface of a Death Star-like megastructure, but I don't recall the name.
That was in like, 1989. I don't think I've had as much fun playing video games as that.
Tell you what sonny, back in my day.
>Tower of Doom
That reminds me. As a child, AD&D Cloudy Mountain's sound effects scared the shit out of me. The foreboding noises, and the injury noises were like... sheer terror.
Played Treasure of Tarmin too, but only years after, at the grand old age of about 7 or 8. I found it very relaxing, completely the opposite of Cloudy Mountain.
I'll never forget these blue hellions.
Gen 2 and 3 really aren't very well defined. The SG-1000, Colecovision, Atari 5200 and some others feel like they ought to be in a separate gen between 2 and 3. These generation boundaries were basically created by some numbnuts long after the fact.
The line is blurry because computers were a hardware focused business at the time. Investor pressure was on releasing new hardware even if it was only marginally better than it's predecessors. Drawing a clear line is a pain because you can probably find an example that would technically put something on one side or the other even though it doesn't feel like it should be there.
Its not like the gens are particularly definitive anyway. They're basically a rule of thumb reference for comparing cross-console games.
If I think right, 2nd and 3rd generations are separated with videogame crash, but it's still hard to say if SG-1000 is a second generation console. Though consoles are usually counted as one per generation from one company, thus SG-1000 is a second generation console.
...Am I right?
r8 my vectrex collection
I wish I could find one of those multicarts for sale
Hyperchase is my fave vectrex game so far.
Has anyone ever played the Journey (yeah the 70s dad rock band) game on atari? shit is hard
I finally fixed my old charger for my Atari computer using a blackberry one and got some cheap knockoffs controlers for 2 dollars each. Have been playing megamania all day
It's pretty easy to differentiate between 1st and 2nd gen. 2nd gen is usually considered to be the earliest consoles that made use of programmable rom cartridges and digital processors, i.e. not pong consoles. It's the 2nd and 3rd that's hard to distinguish between.
>calling mark a hipster
He may be a little awkward with his choices but it's just legitimate affection, he literally grew with an 7800.and how the fuck couldn't you like vector monitors.
>You'll never own a Vectrex
>Let alone a good collection like this one
I do have a 2600 though. Frostbite, Keystone Kapers, River Raid, Seaquest, H.E.R.O., and Enduro are my favorite games on the system.
Awesome collection dude. I'm >>2898294
Don't have any boxes, but all my games have overlays.
My collection is: WebWars, Berzerk, Pole Position, Scramble, Star Trek, Hyperchase, Space Wars, Cosmic Chasm, Spin Ball, and of course the built in MineStorm.
You really need to get WebWars.
I've always wanted Armor Attack.
One day when I feel like collecting more, got all of this besides Pole Position in one lot, I want to get Fortress of Narzod, Armor Attack, Rip Off, Bedlam, and Star Castle
>The core Famicom isn't really that much more powerful, they just got more out of it with addons and extra chips.
That's splitting hairs because the early Macs shared the same CPU as any number of arcade games and surely you wouldn't say a Mac Plus and a Sega System 16 board have anything more in common.
Custom ICs make for a BIG difference; PC compatibles would not have been able to do a 1v1 port of Golden Axe or Altered Beast until the Pentium era. We're talking that you needed a 100Mhz CPU to do the same stuff done on an arcade board with an 8Mhz CPU.
consider the following.jpg
David Crane strongly objected to Atari's program of porting arcade games to home systems on the grounds that the hardware wasn't powerful enough to replicate them properly and they should instead focus on making quality original console games.
Atari 8-bit computers went through several revisions although the basic hardware remained the same. The original 400/800 were produced from 1979 until 83, then replaced by the 600XL/800XL which eliminated the rarely-used second cartridge slot, had 64k standard, and included BASIC in ROM instead of a cartridge. They were also designed as cheaper single-board computers in place of the hefty, complicated, and expensive 400/800 setup. The system ROM had some modifications that broke some older software, notably Synapse games.
The 65XE was introduced in 1985 post-crash and was made to be still cheaper with fewer ICs. Although the Atari 8-bit line died out in North America after 85, it became popular in Europe during the late 80s until Atari officially ended all sales and tech support for the 2600, 5200, 7800, and 8-bit computer line on January 1, 1992.
It's notable that after the Warner sale in 1978 and Nolan Bushnell's departure that the company seemed to completely lose its engineering prowess and no really new hardware was developed by the home division afterwards. Up to the end in 1992, they were still peddling hardware with 1970s chipsets in them.
For collecting, the 800XL is the best overall choice especially since Synapse and whatever games have all been patched to work on them. The entire reason they didn't work was just due to a music routine that used the BRK instruction instead of RTI. That alone was enough to break them on the 800XL.
Considerable difference since the SG-1000/Colecovision used the TMS 9918/19 chips. These came out in 1979, four years before the Famicom and were a lot more limited in terms of what you could do with them. Also the pre-crash consoles lacked any capability for cartridge expansion chips or battery-backed save games.
TMS 9918 has 256x192 resolution, 16 fixed colors and 32 monochrome sprites (4 per line). The PPU has 256x224 resolution, 52 colors (25 on screen at once), and 64 three-color sprites (8 per line). Also the 9918 cannot do smooth scrolling, just a jerky 8-pixel block movement.
Even then, not really. The Maria chip has some advantages such as 256 colors and a huge amount of sprites, but it's a terrible PITA to scroll the screen on which is why the thing wasn't cut out for NES type of games. Because it was designed with the idea of doing single screen arcade games like Galaga that have lots of sprites.
And then the 7800 still didn't have provisions for putting expansion chips/RAM in the cartridge or a battery save.
Actually in fact the TMS 9918 was the primary inspiration behind the PPU; Nintendo's engineers copied a lot of its design features such as the VRAM being on a separate bus, tile graphics, and a hardware sprite multiplexer.
>So what's the big difference between the Famicom and the 5200
The 5200 of course was just a hacked-up Atari computer based on the POKEY/ANTIC. These of course also came out in 79 and were not designed for side scroller games although the display list system did allow certain things that weren't possible on the tile-based Famicom (eg. the Famicom port of Ballblazer is a joke).
So to make a long story short, the SG-1000, Atari 8-bits, and whatnot just weren't cut out for the NES era. They were designed for Pac-Man, not Castlevania.
It's more accurate to say that the Commodore 64 was a third gen system since it's only one year older than the NES and hit its zenith in the late 80s.
This goes to show that Atari were amazingly stupid. Nintendo were really forward-thinking; they gave the Famicom expansion abilities because they could envision that games might grow beyond Pac-Man kinds of stuff. Atari on the other hand just couldn't seem to imagine anything other than single screen arcade games, so they developed the 7800 with those in mind.
2600 has dozens of games worth playing. You're best off downloading a full ROM set and just picking games at random. Just stay away from licensed games, porn games, and Pac-Man and you should be fine.
Atari VCS - "Adventure", Atari Corp.
Run through gates (castles?) in order to find a sword, colored keys to different gates or doors, avoid the dragon without your sword, learn the maze inside the various dungeons, some are in total darkness, find the easter egg, kill the dragon
Atari VCS - "Cowgirl Roundup", unknown author. very rare final version/ or mod of another work.
A cowboy on horseback chases a cowgirl and whips her towards a cactus- where she gets stuck instantly on contact, but you then optionally dismount and rope her to the cactus by circling her. 2.5Dimensions with good audio chip clip clops, and digital whip sound, horse whinny1, cowgirl yelp1,yelp2, ow1, ow2, ouch (cactus catching her), and moans after you have tied her up. Bug/Feature: Completing the task of tying her to the cactus without dismounting first leaves you unable to make her moan but riding the horse into her makes it Whinny2 (sound chip generated). uses bank switching memory and CPU intensive display vs using the video chip. Neither version was submitted to APX nor Atari as far as i recall.
the free Translator Disk loaded and mapped the Old operating system (A or B)? that enabled XL computers with 64k the ability to play games programmed using undocumented and changed IO routines.
it is the 400 with older 64k cards and 800 with the required 64k that still cannot load (Some) XL games.
the cause is the moving of some interal subroutines of i/o that programmers started using instead of setting up an IOCB buffer and programming calls to that. It was primarily the undocumented text in / text out routines that people used that caused problems. most programmers used the Full IOCB (buffers) when dealing with disk IO.
the atari os allowed a programmer to treat all devices in the same manner, with data buffers, error codes, and it made it trivial to do the nearly the equivalent of This in iBM/PCDOS
copy con: filename.ext
copy con: lpt1:
with a mere handful of basic lines of code
Using the pc console device (con:) requires typing CTL-Z to signal end of input stream. It otherwise allows multiline input.
One could use the Atari's CAS: KEY: Disk PRT: and i believe the graphics as an io device.
When using Plan9, which treats Everything the same, i was reminded how orthogonal the atari was. it did not have steve wozniak's SWT16 virtual routines as on the Apples but Woz was open to allowing Everyone to use them- for a price. Steve Jobs (the piece of Shit) wasn't nearly the genius that Wozniak was. When they worked together at Atari Jobs convinced Wozniak to share their bonus on a project if they worked together. Jobs knew very little about circuit design compared to Wozniak.
Jobs was an Idiot like Henry Ford, he just knew to hire someone when they were smarter than himself.
you merely need to get one for your region, with an appropriate AC power supply
there is a slight difference in One of the chips (the Ctia/Gtia), which begins to merge its stored colors under control of the Antic graphic processor, and outputs cmos/ttl level signals to an analog 4 resistor color DAC and 3 Resistor luminance DAC. The video signals are then modulated appropriately for NTSC or PAL based on version within the computer and both video and RF television signals are available.
Candle-o-sin and Lotharek have amazing IO, SD card, Graphic upgrade, and other options available.
A VHD FPGA board exists (or several) that simulate AppleII, Commodore, Timex, Atari, Oroginal Mac, and Amiga. Everything is emulated in generic digital logic down from the processors to the keyboard clicking. They Accept USB keyboards and mice, and read hard drives or SD/MMC cards. In under a few minutes you can boot a commodore, then an apple II, and then a Timex Amiga or MAC on the same machine.
BRK instruction is for debugging. They also changed the location of the interrupt service routine for that. A translator disk allows loading the Old OS into the memory shafowed under the Os Roms and then exit with the old OS active until a powerdown,
And to that extent, they succeeded. The NES port of Robotron is a horrible flickery mess compared to the 7800 port. Galaga isn't so bad because it stays within the 8 sprites per line limit.
Has anyone tried one of those? I have an Atari computer, but in my country its impossible to find games that at least work
It's notable that Galaga was never ported to any home systems during 81-83 because none of them could handle that much animation. They needed next-gen hardware like the NES to pull it off. Even the Commodore 64 would have problems due to the fact that you'd need to write a software sprite multiplexer and it also has a considerably slower CPU. I guess some Commodore Yurofag coding wizard could pull it off, although it would probably end up being insanely flickery.
Uh huh. And like I said, Ballblazer completely and spectacularly failed when they ported it to the tile-based C64 and NES. Even Rescue on Fractalus didn't convert to the C64 that well.
Yes the ANTIC did let you do some cool effects not possible on more conventionally-designed hardware, but then again the relatively limited sprite capabilities made it pretty hard to pull off NES-style side scrollers.
Trying to scroll the screen on the C64 is pretty painful as well. It's certainly easier to do side scrollers on the C64 than the Atari 8-bit, but easy being a relative term here.
>can only scroll two tiles in the X direction and one in the Y direction
>have to continuously feed more tile data into the off-screen scroll buffer
>also have to do double buffering to prevent screen tearing
All this on a CPU that's about 75% slower than the NES's CPU. It takes at least 20% of the CPU cycles to scroll the screen on the C64 while the NES it's about 2%.
If you want a flashcart
Is a pretty good one, got one the other month and it works great
is it PolandBall that cannot into space?
poland had (still haz?) demoscene programmers that did amazing work.
what country, Pal or NTSC?
you can also play many games on an emulator. i was able to do a data recovery on a casette tape of Gomoku by reading in thru stereo casette deck into a sound card 96kbit 24bit overkill mode, filters and a basic program to read bits blocks etc and re output with consistent bit rate and very a slight delay between blocks to make sure it would work. Then I used a pepgram WAV2CAS to create a CAS file for the emulator.
i have a lot of atari hardware i dont use.
atari 1200xl (256k rambo upgrade)
my first atari 400 with parallel wired 120+ key keyboard with Hexadecimal number pad including $ & ! % # and additional return. upgrades to Maxon?Maxlon (64k ram)
mothers old 600xl, and an 800 i disassembled to try putting in a 65c816. i had the 16 bit chip in the 400 but i had to disable all interrupts and graphics to calculate in 16 bit mode.
on the 400 i was able to use the assembler editor cartidge to program a resident and Reset Proof driver for a sprite (player3) bus mouse in hot pink.
it let you read the graphics 8 quality resolution of the mouse and sprite pointer in page 6 but then i uses some three page zero addresses later. i used the vertical blank interrupt to drive it but 60 hz is a low data rate for a pointer. i switched to HBlank interrupt and moved well despite having no keybounce logic. A bus mouse simply has two input wires for each axis and one more each for each button. it worked great! Basic, Asm/Editor, Dos, BasicXl, every language or text editor even a database editor allowed the mouse driver to function. If only atari had thought to include another 6520 or a custom asic to run it.
i even made a paint program.
i need to find those disks- theyre over 25 years old now. i also have printouts and diagrams. it uses the paddle input for mouse click, with different resistors for diff buttons if the bus mouse ha
can design graphics display memory Wider than the displayed amount and have the Antic display list execute a reload of the antic display base for every line. its a short routine insteuctions per line.
for each line of video is all that is required of the horzontal blank routine
the vertical blank interrupt calculates the new addresses for each line and can move the display in horizontal, vertical or both in single pixel or subpixel increments for larger pixels.
Caverns of Mars is a vertical scroller that uses this method. Formerly available on disk from Atari's APX . The atari peogram exchange reviewed submissions before publishing them and the best were offered for sale and some for free.
You can also use the Virtual Screen Position register of the VIC-II for ultra-fast scrolling that uses very little CPU time, but it only works for horizontal and not vertical scrolls.
>Just stay away from licensed games
Aw, but Kool-Aid Man looks like fun. Basically, you have to catch all the enemies and stop them before they drink down the Kool-Aid. It's vaguely reminiscent of Moonbugs on the PC.
There was a Kool-Aid Man on the Intellivision as well, but it's a completely different platformer game.
>Date's aren't what separate console generations, its basically hardware specs.
Then that would mean Wii u is prior gen.It's literally a 360 with more memory.
Are you ready to accept the implications of that?
I'm a second gen console collector, but I only collect consoles that are CIB. All I need are an Emerson Arcadia, Bally Astrocade, and an APF Imagination machine. Willing to buy. Reply to me and I'll leave me email.
>2nd gen thread
>informative with no shitposting
contrary to popular belief /vr/ is not dead.
It depends on the thread. I've noticed this on every board. Some threads tend to attract shitposters. Examples include:
Any constantly reposted thread like "why is links hair pink?", "developers didn't take scanline is into consideration", etc.
Any thread that opens by insulting others. "If you like OoT you should KILL YOURSELF because it's SHIT", "SNESfags are stupid whiny babies!!", etc.
Also, the first few posts of a thread tend to set the tone for the rest of a thread. If yhe first few posts are friendly, the rest of the thread tends to be. If not, the thread will be full of insulting and arguing.
Threads for niche or specific subjects like this usually go well. The Doom thread is a friendly place, for example, and the rare troll post is ignored.
This would have been a better post had I not been typing on mobile.
This. This is a slow board though.
With just 2 or 3 people making an extra effort to be friendly and make good conversation, it can turn the whole board around.
Be cool, just ignore shitposters.
I imagine that, as you get into relatively niche topics, shitposters just don't have much to shitpost about because they don't know enough about the topic to craft worthwhile insults nor do they really have a dog in the fight, so to speak. I was born in '88 and never got too much into particularly old consoles, so even if I wanted to shitpost here, what would I say? How would I feel superior for starting a console war between systems that I know very little about? There's no way I could effectively piss someone off nor would I feel better about myself by fighting for my personal preferences.
The shit threads seem to come in waves. Recently we had a whole bunch of those dumb scanline threads, while I remember several months ago there was a guy who seemed to post "N64: What went wrong?" threads nearly every day.