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/vr/ - Retro Games


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File: 800 KB, 1288x868, 1980-JCPenney-Christmas-Catalog2017-11-25-12_27_04.jpg [View same] [iqdb] [saucenao] [google]
10488929 No.10488929 [Reply] [Original]

Let's talk about Gaming before the US release of the NES. I wish this era of gaming got more love nowadays. The games are unique and humble. As a matter of fact, I play more Atari 2600 than any other system.

>> No.10488947

>>10488929
>48 ways to escape through a wall.
kek

>> No.10489056

brought the 2600+ carts and joystick, had to modify the joystick because it was way too stiff. Having a lot of fun with bezerk enhanced on game 3. Mr run and jump is ok but not as good as pitfall.

>> No.10489071

>>10488929
Why the 2600? Didn't the Apple II have much better games? I would consider the Apple II's library superior to the NES.

>> No.10489080

What would you consider the most “ambitious” 2600 game? One that really pushes the boundaries of what was possible?

>> No.10489092

>>10489080
With the thread limit in consideration, it's definitely Pitfall 2. Gigantic map, actual ost, and checkpoints, all on the 2600.

>> No.10489197

>>10489071
Computer gaming largely sucked in the 80s.

>> No.10489213

>>10488929
The 2600 was cool. Yars' Revenge, Beamrider, Keystone Kapers, Spider Fighter, Megalomania, Pressure Cooker, Frostbite, Jawbreaker... The list goes on. Great system.

But even better overall was the arcades. Robotron 2084 probably being my favorite. But then there's Marble Madness, Galaga, Berzerk, Tempest, Warlords, etc. Gaming doesn't get much better than that.

>> No.10489293

>>10489197
*console gaming

>> No.10489320

>>10489056
Where did you brought the from/to?

>> No.10489461

>>10489320
new atari carts released along side the new atari 2600+ hdmi system, they are going to release 7800 games next year and its controller too. They are in game stores right now.

>>10489080
frogger used advanced tricks to make the movements of the logs smooth, I like how pressure cookers remembers all the stuff even when you move off screen

>> No.10489481

>>10489293
*PC gaming

>> No.10489482
File: 60 KB, 220x165, 1645647615124.gif [View same] [iqdb] [saucenao] [google]
10489482

>>10488929
The thing about the pre-NES era is we've kind of filtered out all the insane amounts of shovelware that brought about the industry's collapse and now we just talk about the actually good games of the era. Because there's really no point in talking about some piece of shit very few people bought and no one remembers from 40 years ago.

Which is fine, but I think it also distorts our perception of the era a bit. We just look at the greatest hits and forget about the randomness and confusion that came with not knowing which of all those games with the cool-looking cover was actually good or just well-marketed crap. Or the disappointment in buying what should have been a sure thing like Pac-Man for the equivalent of $100 in today's money and finding out it was a half-assed port and sucked balls. I remember the Atari era fondly but it was a mixed bag

>> No.10489551
File: 9 KB, 640x400, Attract.png [View same] [iqdb] [saucenao] [google]
10489551

I've been touching up on some PC-8001 games as I found a Windows explorer extension that allows you to randomly pick a file or folder. Perfect for random game graverobbing.

The majority I've rolled so far are homebrew (well, more so than the "regular devs", it's largely all bedroom coders) and type-ins, most of which are either buggy or unfinished, likely because it's made by a 14 year old Japanese coder and it's not like Japan is known for their coding skills. I did roll an Apple II port (and they credited the original authors too!), but it was Galactic Quest.
One of the Space Invaders ports was decent and there was an interesting attempt at a Radar Scope port, but the latter kinda sucked. Too much screen crunch and the difficulty starts a bit too high especially in comparison to the arcade original as the "formation" of ships can't be hit and the bombs also drop immediately instead of later in the stage (picrel, it's the row of pixels in the back).

>> No.10489605

>>10488929
Atari had some pretty advanced multiscreen games which blew my mind at the time. They were like a virtual world to explore.

>> No.10489608

Guys, I like Yars' Revenge, Solaris, Demon Attack, and River Raid II. Are there any other Atari 2600 games you would recommend? These are the ones that most hold my attention.

>> No.10489613

>>10489482
>what tendies believe

The nes has way more shovelware than the Atari. Computer games got popular by 1982 the Atari VCS was already old hat compared to the next level games available on computers. That was also how the 80s rained for most game players. The nes was a popular toy.

>> No.10489829
File: 483 KB, 2560x1600, Space Pulsar (1982 PC-8001).jpg [View same] [iqdb] [saucenao] [google]
10489829

The next one I try is a vertical space shooter with 11! different stages, some with substages.
Compared to the other 1 man effort I saw from 1982, it tries a lot more. Still it has a lot of issues, I'd prefer to post a video to make some easier to see, but it's not uploaded on YT.
Need to pause/break+list the code to see when it was made too.

Obviously movement is a bit janky, it's not too bad, but sometimes it eats an input which isn't good considering the game is about positioning. Due to the way it draws things, your spaceship is bobbing its front back and forth. Hit detection doesn't seem that bad, but large block graphics and your spaceship can merge a bit due to both their hitboxes not being the full sprite. Tiny stationary objects are dangerous because it's hard to predict if you'll die.
Shooting works fine, whatever you shoot explodes, though sometimes "living" remnants of it remain that can hurt you when it is actually an object that should be removed entirely. The dev probably couldn't figure out how to have walls and other space objects be shootable, but still explode differently.

The variation in stages is fly through and shoot boss. I like the attempted variation, one is a spazzy teleporting alienship, the other is one that drops a shield to protect itself and kill you. Space invaders is clearly visible, the final boss who has that bigger hole will occasionally close it with a reflecting wall. Some of the bosses will require you to kill multiple ones.
A small issue with the stages is that on 2 occasions you need to die to continue, it will force this by either continuously spawning walls to shoot through (which is also the checkpoint) or making the stage a giant minefield ("stage" 12). When you die you respawn at the next stage and the ending respectively, but I did notice the game seems to have added a life when I was on my last for the ending.

The stages themselves aren't huge or anything, but it's a nice attempt and it's playable.

>> No.10489882

>>10489608
Beamrider

>> No.10489923

>>10488929
>Atari 2600
That's about the least exciting part of the pre-85 era but it's all anyone talks about these days. Much cooler stuff was happening on PC and in arcades

>> No.10490363

>>10488929
I mean I don't look back that far too often other than playing some Space Invaders. I barely touched the Atari because I was born in 82. I did spend quite a bit of time on the Intellivision simply because my grandparents had bought one for my uncle. There were some great games. The classics like Pacman and Donkey Kong. Horse Racing was one of my faves. There was one with tanks I liked a lot, but nobody wanted to play it much against me. I've yet to meet another person anywhere offline that has ever played on that system. What I appreciate about older consoles was the family entertainment angle. Solo gaming has always struck me as kind of a degenerate activity.

>> No.10490419

>>10489080
Haunted house always comes to mind when i think of the 2600 but its no tech heavy weight.

>> No.10490473

>>10489608
megamania

>> No.10491023
File: 627 KB, 640x400, tKp91GK12D.gif [View same] [iqdb] [saucenao] [google]
10491023

>rolled a compilation disk by ASCII
>all games made by 1 guy, he also kept count
>by August of 1981 he already shat out 122 games
I have to assume he's counting games for other computers, but Kazuya Nishioka did seem to be coding from at least around the turn of 79/80. in about 2.5 months he shat out 7 new games. He really put the basic in BASIC and the jumping games were shit. Wonder if he did their type-ins?

I did run into Galaxy Search though. A basic vertical shoot-em-up, however it hides parts of the screen in a fog of war (your RADAR range).
It also has a damage system, causing your beam to become a single shot, turning off one engine (doesn't actually slow me down?) or reducing the range of your radar twice. I thought that was pretty neat. It is from 1983 though, so I guess it's nothing special especially in comparison to overseas PCs and most consoles.
This one actually has a page on the old games database of Seesaawiki.jp. Should probably post that in the useful links thread now that one is up, they even made a .gif which runs slightly slower than my emu.

>> No.10491302

>>10489080
Definitely Pitfall 2 as previously mentioned, it's easily the most impressive platformer on the system. Solaris and Secret Quest are late release games which are very impressive, Fathom and Montezuma's Revenge do more than you'd expect for adventure games on the hardware. Mountain King is also pretty impressive, I wouldn't expect the 2600 port of that to work as well as it did.

>> No.10491326

>>10489608
>Turmoil
>Moonsweeper
>Threshold
>Laser Gates
>Tac-Scan
>Vanguard
>Worm War 1
>Bermuda Triangle
>Crash Dive
>Space Cavern
>Gyruss
>GORF
>Spacemaster X7
>Ram It!
>Fantastic Voyage

>> No.10491328

>>10491326
Oh and Cosmic Commuter, it hardly ever gets mentioned but I'd say it's one of Activision's best on the system right up there with Beamrider and H.E.R.O.

>> No.10491615

>>10488929
HIGHLY recommend watching this if you're interested in the pre-crash American video game industry. The German investors are the most interesting part, especially in hindsight.

https://www.youtube.com/watch?v=yfHFDvZ8q4c

>> No.10491624 [DELETED] 
File: 253 KB, 480x360, ultima iii.png [View same] [iqdb] [saucenao] [google]
10491624

>>10491598
The Spectrum also had a 6k bitmap page and like all bitmap setups of this period it's not linear and slightly convoluted to figure out due to technical issues with addressing the video memory. However the Z80 generally made your life easier than the 6502.

https://www.xtof.info/hires-graphics-apple-ii.html

The Apple II's HGR page is not only non-linear but graphics are stored in reverse of how they're seen on the screen. So you actually have something like this.

>> No.10491629

>>10489608
Try Demon Attack for Intellivision sometime

>> No.10491650

>>10491326
>Turmoil

CRIMINALLY UNDERRATED game right here!

>> No.10492331

Superman
Haunted house
Adventure
Pitfall

Big achievements for the vcs.

>> No.10492579
File: 21 KB, 640x400, Kill screen.png [View same] [iqdb] [saucenao] [google]
10492579

The next game I got a chance to play is a 1982 arcade conversion; being River Rescue (River Patrol on arcades, not to be confused with the horizontal playing River Rescue on western systems). It's actually quite a good conversion and the guy who made it was Koichi Nakamura of Dragon Quest/Spike Chunsoft fame. Apparently it made him a tidy sum of ~1 million yen in royalties.

You are the boat, you can pick up some guys for points which increase to 1000 if you don't miss any. You have a time guage (water/flood) that can be reduced by whirlpools and crocs and you need to evade rocks, logs and barrels to not sink. Pretty basic. No real control problems either.

Everything is in (even the music, though it's only the start and complete jingle), though the screen is obviously crunched. The somewhat smaller sprites help with that, but things do get harder far quicker than in the arcade game. There is quite a lot of flicker with all the objects on screen, but things never completely disappear.

I did run into a kill/glitch screen, so I'll post an image of that. Videos are easily available due to the programmer's fame.

>> No.10493202
File: 15 KB, 640x400, Stage 6.png [View same] [iqdb] [saucenao] [google]
10493202

This line of PCs kept living for quite a bit despite its also 8-bit younger brother, the 8801, being superior in almost every way (It's last refresh in '85 gave it an OPN synth though), however it was cheap so games were still made for it and it was still getting type-in listings too.

This is one of those very late "official" type-ins, from 11-1988 released in the Mycom BASIC magazine. "Nagi Ishi Teki Kabe Tama Kuuhaku", its title is just the elements the game is made of. No title screen or any ending (enter just restarts the game, because there is no title screen).

It's a sokaban type game, but the goal is to destroy the jewel (yellow ball) and then kill the enemies (they'll respawn otherwise) in its 10 levels.
You are timed and 2 enemies (green things) chase you (not too hard to avoid though), you might also die by accidental squishing which is okay if you take the last enemy with you.
An enemy doesn't die to simpy pushing a box against it, though that will block them. You need to launch the boxes at them, the crystal is destroyed the same way.
You do this by charging a side of a wall piece and quickly pushing a block against that side, after a short while, it'll get launched. Other blocks and walls stop the block.
1 level has you chain launch them to destroy the crystal, but you should understand it by that point. No level constructor, but maybe the magazine had a section on how to make your own levels.

>> No.10493238

>>10493202
I forgot it was pre-85 and not just pre-85 systems, oh well.

>> No.10493305

I honestly wish gaming can become decentralized again like the pre-NES days and anyone can make games and release it without the approval of big companies. with how awful gaming has become, I think decentralization is the future of not just gaming, but all media, which is why I think PC gaming and indie games are the future. the NES and PS were a mistake and only helped in further centralizing gaming to a handful of "approved" companies.

>> No.10493641
File: 26 KB, 640x400, Tableflip.png [View same] [iqdb] [saucenao] [google]
10493641

>roll a Shogi game
>decide to pit modern AI vs '84 student made AI
>losing badly, it crashes the game
Impressive, modern AI can't compare. The turn timer for the AI is not accurate, because it will take anywhere between 80-150 seconds to make a turn, speeding it up works but the clock ticks away normally. I'll see if I can win a game without the AI hitting the killswitch.

>> No.10494786
File: 1.56 MB, 2581x3873, 1497866730694.png [View same] [iqdb] [saucenao] [google]
10494786

>You will never get stoned with your girlfriend and be in awe that you can play tennis on your television

>> No.10494878

>>10493641
>modern AI is one thing
lol. No wonder your AI loses against student made 80's stuff.

>> No.10494917

>>10489197
Stacked up against the Atari 800, C64, or Apple II, the 2600 was utter dogshite sonny Jim. That's a fact.

>> No.10494924

>>10494917
Atari 2600 is the best.

>> No.10494946

>>10494924
Download MAME with software lists and enrich yourself fool. The NES was the exception during the 80's. I'd argue most great PCE and MD games came out in the 90's despite being released late 80's. The 80's was a magical time for home computers.

>> No.10494962

>>10494946
Show me the way and I will. What lists?

>> No.10494973

>>10494962
There's an archive and a google.

>> No.10494984
File: 3 KB, 278x39, 546.png [View same] [iqdb] [saucenao] [google]
10494984

>>10494973
How long do you reckon it'll take me to play 136,371 games?

>> No.10494985

>>10494984
135,000 of those are Speccy games. Play the others first.

>> No.10495002
File: 37 KB, 1080x608, FB_IMG_1701486460831.jpg [View same] [iqdb] [saucenao] [google]
10495002

30 yo millenial here, I can play nes just fine no problem but I fucking hate this suzys first dildo gaming console. Shit color pallet. Shit games. Every single game that's worth playing is worse than its nes counterpart. Joystick is stiff as fuck. Massive amount of shovelware. No av out. Stupid ass switch system you had to read a manual to figure out. Plugs in the back for some reason.

>> No.10495007

>>10495002
>Shit color pallet. Shit games. Massive amount of shovelware.
Exactly how I feel about the NES.

>> No.10495016
File: 132 KB, 1024x1024, FB_IMG_1700429360436.jpg [View same] [iqdb] [saucenao] [google]
10495016

>>10495007
How do you feel about this shibby do whap sex toy. Also how many atari 2600 joysticks do you think got used as dildos

>> No.10495023

>>10495016
Probably as many people who use AI slop.

>> No.10495025
File: 46 KB, 720x627, FB_IMG_1702093229958.jpg [View same] [iqdb] [saucenao] [google]
10495025

>>10495023
I think even ai has made games using two buttons lmao

Verification not required

>> No.10495032

>>10489613
>The nes has way more shovelware than the Atari
Incorrect

>> No.10495057

>>10489613
>The nes has way more shovelware than the Atari.
Correct.

>>10495025
True lmao

>> No.10495201

>>10494878
It's specifically shogi AI thoughbeit.

>> No.10495243
File: 16 KB, 640x400, 5.png [View same] [iqdb] [saucenao] [google]
10495243

>>10494878
Are you really offended that I didn't specify what type of AI it was in a throwaway joke about an old AI losing and tableflipping a modern AI by crashing the game?

>> No.10495324

>>10489608
H.E.R.O is really fun

>> No.10495334

>>10488929
I had an intellivision. It was great. Sorry, it is great; it still works

>> No.10495335

>>10495324
Played that many hours on c64

>> No.10495529 [DELETED] 

>>10495243
Are you really offended that your attempt at making a joke utterly failed? "hurr durr i r retard" isn't humor on /vr/ these days. It's just being a typical newfriend.

>> No.10495543 [DELETED] 

>>10495529
Anon, it is clear you can't read. You could've just said "Oh, I misunderstood", but instead you double down on being retarded because you think someone insulted your new toy.

>> No.10495860 [DELETED] 

>>10495543
Anon, it is clear you're very offended that you're unfunny. Please cry more about it.

>> No.10496162
File: 15 KB, 640x400, Ending.png [View same] [iqdb] [saucenao] [google]
10496162

Just finished PCG the Dusty World from 1983. Seems impossible to do that legitimately though as some stages cause the enemy to crash the game as it gets stuck in a one way path to a wall (it needs 2 tiles to turn) and the game panics, never mind a few stages that at the least require you to have an extra life as otherwise you physically can't move through an object, you need to cheat those unless the cassette version isn't glitched. It's also just hard to get through 100 stages on 3 lives.

PCG in this stands for Programmable Character Generator, an add-on for the first 2 models of PC-8001 (the 3rd one apparently had one built-in. It allows you to add/replace characters, this was largely just used to get in some extra graphics for games.

It's basically a reverse-pacman. You are a dust creature who tries to fill the maze with dust, a vacuum attempts to kill you and a roaming water bucket can stun you both. You get bonus lives at stage 2, 4, 8, 16, 32 and 64 which allow you to get an extra life through another roaming dust creature, but if it dies before you get it you die too? The dustbin is a sort of homebase for both you and vacuum, it is where you respawn and the vacuum empties itself. You get stuck in it, but I'm guessing that's a bug as some levels will be incompletable.

Hit detection is mostly fine, but sometimes you or the vacuum just phase through each other without being stunned by the bucket.

After level 49, the levels just become kana characters. They spell out "The PC-8001 is immortal!!", "This is the end of the game!!!!!" and "You did well". The ending in picrel basically says "You must be a genius for making it this far. Like it says on stage 72, the PC-8001 is immortal. Let's all do our best, fellow users."

The developer actually made a video a short while back. Fair warning, it does flicker a bit (even moreso on my emulator) to get a desired effect for the "sprites".

>> No.10496167

>>10496162
Helps if I actually post the video.
https://www.youtube.com/watch?v=1a2r3JHKQn4

>> No.10496457

>>10495016

Thank you Thing

>> No.10498312

>>10489197
Hard disagree.

>> No.10498710

I'm gonna play Atari all day tomorrow (well today since it's 12:30AM). Will post my high scores if I get any here.

>> No.10498720

>>10498710
BASED!

Daily reminder that Atari is the greatest of all time.
"Have you played Atari today?"

>> No.10498973
File: 10 KB, 640x400, Gameplay.png [View same] [iqdb] [saucenao] [google]
10498973

Forgot Mahjong exists, perfect time to learn it with a 1982 barebones 1vs1 mahjong game called "mahjong game". Too bad I rolled one to learn it on with a global time limit with minor refill that eats into your score, becomes less of a problem when you start to recognize potential hands. Also I think the AI struggles with actually making any hands. Even when I was mucking around for full rounds it managed it like twice.

>> No.10499130

>>10489608
Berzerk is still really fun to play.

>> No.10500509
File: 5 KB, 640x400, 24.png [View same] [iqdb] [saucenao] [google]
10500509

Next is Nuts & Milk. The '83 home PC version that is. The 8001 (Along with the 6001 most likely) is the worst version. No music, basic sound effects, very little frills when it comes to colours and you need a MkIISR for it too. The 8801 version has the extra splash of colour on the sprites, but also doesn't have any music as it's FM refresh wasn't out yet. Probably best played on anything that isn't an NEC PC.

The basic goal is similar to the '84 Famicom game. Get all fruit and the exit opens. This version is viewed from a top-down perspective however and has you dig through walls to get the fruit and a heart (goal) appears when you have them all. Nuts can turn when he hits a wall, he will usually try and follow you.
The walls reset to their previous state however (which gets indicated by it becoming purple) and they'll get squished. They'll respawn though and it might take a while for them to get a decent pattern of movement back if it's more than one in a section of the map.

The game has 24 stages, there's a few that are kinda hard but most are easy. Most deaths will probably happen from you rushing to get back to the stage you died on. You get 5 lives. After beating all 24 levels, it just loops back to the 1st and goes on.

A level editor is available and it allows for saving/loading by tape. You can also use it to change the starting level to whichever you want but you'll obviously start from 0 points. You can save and load levels via tape.

>> No.10500547

>>10499130
ROBOT ATTACK

>> No.10500893
File: 1.47 MB, 3264x2448, IMG_20231211_154143796.jpg [View same] [iqdb] [saucenao] [google]
10500893

>>10498710
Playing some Atari on my modded 3DS. Just finished playing some cosmic ark.

On a side note, is there any other Atari emulator for the 3DS besides the Stella one? I can't get the frame counter off of the screen and it's annoying.

>> No.10501196

>>10498973
>AI struggles with actually making any hands
heh

>> No.10501605
File: 514 KB, 602x495, IMG_20231211_200511_e.png [View same] [iqdb] [saucenao] [google]
10501605

136 on bowling. Got 2 strikes which impresses me because damn it's hard to aim in this game.

>> No.10502283
File: 18 KB, 640x400, Course 2.png [View same] [iqdb] [saucenao] [google]
10502283

Bump with an Enix game, not a very good one though. It's a racing game called "Checker Flag" released in 1983.

It's a topdown racer with a course map displayed on the screen. You'll get to do a 5 lap time trial on a track of choice. Your best lap gets counted for the high score, but you don't actually have to finish the entire 5 laps for it to check which is nice. The author probably crashed a lot. You'll notice it shows the RPM and gear you're in. This isn't just fluff that is automatically managed.

The control scheme is rather uncomfortable, accelerator is on numpad (.), braking is on numpad (,) to which I don't have access to and the emulator where I could easily remap it didn't want to boot the compilation disk. Clutch is numpad 0 which then gets followed by pressing numpad 1-5 for whichever of the 5 gears you want. You'll want to shift gears after 7000 RPM as that's when your best window of acceleration ends (4000-7000), you can hold on for a bit longer and skip a gear though.
Steering works by 4 buttons. CF for left and BG for right. Why 2 buttons? Gentle and hard steering are mapped separately this way. You can hold them both and sharp will take priority over gentle, allowing you to correct a bit.

There are also penalties, 1 for stalling your engine and 1 for stalling off course (at least I think it's stalling off course, I didn't check my timer). Both incur a 5 second time penalty. It also has "penalties" for crashing out of the grass entirely and overrevving your engine for too long or by downshifting to get far too high revs, both are just retirements though.

You get 2 tracks, B is picrel and A is a testing oval (long gentle corner with long straights in between).

>> No.10502593 [DELETED] 

>>10488929
I have a sears telegames (aka atari 2600). The games are shit. It is the console which gets powered up the least. Even one of the better games pitfall is absolute neverending dogshit.

>> No.10502819
File: 7 KB, 640x400, 7.png [View same] [iqdb] [saucenao] [google]
10502819

Didn't roll any ADV game yet. One one hand probably not too shocking, the 88 and 98 were better options when that genre started to emerge in Japan. Still they exist and this is '83s Ninja Mansion by Xtalsoft. They'd go on to make some influential home market RPGs before fizzling out financially.

The input is done via text parser, interestingly enough however all the commands (verb-noun) are in English. It generally checks the first 2 characters of any word only. This doesn't work for search though as see exists, so I guess it makes an exception for search.
The graphics are all wireframe and the ninja mansion isn't richly decorated. What is interesting is that it does have graphics for an open cabinet/door/safe/wall and it will redraw the screen to show them.

As for the goal, you have to make your way through the mansion, evade the traps and steal a scroll. You'll get richly rewarded with 3000 ryō (old currency) if you manage it.
There's 2 floors, each with numerous rooms. There's mention by others that some rooms on the 1st floor are randomized, but it's not like I rebooted to check. You search and inspect cabinets, walls, tables, lamps to get the items you need to progress. It's a small game, so there aren't many. You'll ultimately make a bomb to blow open the safe and get the scroll. You still need to make your way out though, after which the game ends after showing your reward.

>> No.10503742
File: 11 KB, 640x400, Gameplay.png [View same] [iqdb] [saucenao] [google]
10503742

An '83 Urusei Yatsura pacman clone. I assume it was actually licensed as it appeared in a Kogakusha I/O special (PiO 1). It also had a PCG version where the flying faces look a bit more like the characters they represent (and the collectible girl looks different to one of the enemies).

You need to get 10 girls per stage. If you die, it actually keeps track of how many you collected in a stage. Power pellets in this allow you to "sprint", girls also speed you up.
The "ghosts" are characters from Urusei Yatsura, they all have special abilities, like sprinting, throwing objects that slow you or in Lum's case, spazzing over the screen at light speed and flying over walls. She will run at you and follow the path if she gets close, but sometimes she accidentaly hits you. The only other male character eats girls.
You have a radar to help you out as the maze doesn't fit on the entire screen by a long shot.

I managed to get to level 16, but it seems 15+ is just the same and it's a score attack game.

>> No.10505606
File: 19 KB, 640x400, Gameplay 2.png [View same] [iqdb] [saucenao] [google]
10505606

>> No.10506096

>>10489608
Adventure
DragonStomper

I think those are the best Atari 2600 games of all time. They have more depth than any other Atari game. Adventure is especially really subtly a sandbox masterpiece.

>> No.10507029
File: 9 KB, 640x400, Combat.png [View same] [iqdb] [saucenao] [google]
10507029

I played a decent (relatively) single screen space shooter, but that was 1986, so here's Spy Daisakusen (Japanese title for Mission Impossible), a licensed game based on the original TV series. Not that you'd really know that aside from the box and the intro in the style of the self-destruct tapes from the show.

It generally gets counted among the first Japanese made RPG games, but the RPG elements are very light.

The game starts by randomizing the "labyrinth" rooms (6 floors of hallways,10 rooms) and your stats. If you want to change your stats, you need to restart. Pause/break+run is enough for that. The stats affect your total health, your carrying capacity, accuracy, explosiveness, judgement and luck. The first 2 go to 19, but the rest only to 6. It's actually quite easy to get unbeatable stats. You'll only see the labyrinth for a split second before the game shows you a black screen with a message to use the controls, thanks.

You get to pick your equipment, 2 are needed (bag and doucment recovery kit), the rest are various sorts of weaponry and a few tools. Ammunition is in the game and I took it with me, but it never went down?

Gameplay has you go in rooms, the game will tell you what kind of room it is and how many enemies there might be in there (probably judgement related). A fight has you pick a weapon. Any grenade just hits everyone in the room, other weapons allow a spray&pray or targetting or target a section of the room, the 1st is better if you got good accuracy stats as it'll kill everyone and large groups tend to be spread out. You can only get hit once as a 2nd hit would apparently kill you. Healing in a medical room will apparently subtract points of your HP stat to fix you up.

Your goal is to kill, destroy (not machine or weapons rooms) rooms and collect intel, including your actual mission intel, and escape.

>> No.10508376
File: 2.77 MB, 4080x3072, IMG_20231213_203809284.jpg [View same] [iqdb] [saucenao] [google]
10508376

What's your Dragster PB?

>> No.10508413

>>10489551
>Windows explorer extension that allows you to randomly pick a file or folder
share pl0x

>> No.10508416

>>10508376
5.51

>> No.10508965

>>10508413
https://www.ivanyu.ca/#/randomselectiontool/

>> No.10508991

>>10488929
I have a near CIB Light Sixer. I have everything but the inner packaging. The various cardboard bits that were immediately thrown away I'm guessing. The main Box is in pretty good shape considering.

>> No.10508994
File: 53 KB, 159x213, me.png [View same] [iqdb] [saucenao] [google]
10508994

>>10508376
Greater than technically possible

>> No.10509221
File: 12 KB, 640x400, Dungeon 1.png [View same] [iqdb] [saucenao] [google]
10509221

The PC-8001 can play Xanadu by the way (well...a MK2SR can) which counts if I have selective memory loss about the exact US release date of the NES.

>> No.10509280

>>10508991
>pleby6
Might as well just emulate

>> No.10510154
File: 2.02 MB, 4080x3072, IMG_20231214_111551285.jpg [View same] [iqdb] [saucenao] [google]
10510154

What's your favorite 2600 prototype Anon? For me, it's Garfield.

>> No.10511890
File: 93 KB, 525x550, Pacman-tabletop-boxart.jpg [View same] [iqdb] [saucenao] [google]
10511890

Anyone else like these little things? I own picrel and Donkey Kong and they're kinda like a Game and Watch on steroids.

>> No.10511909

>>10495002
Yeah it is shit but try playing arcade games from the same period. They're much better, as good as NES games I'd say

>> No.10511954
File: 452 KB, 1208x595, Screenshot from 2023-12-15 12-52-28.png [View same] [iqdb] [saucenao] [google]
10511954

>>10509221
>Xanadu
I'm gonna buy it for my Switch ^_^

>> No.10512237

Was Custer's Revenge the first game with an Indian character?

>> No.10512243

>>10511890
heaven's gate had a pacman according to one of the quitters
i guess galaxian would've been traumatizing for them lol

>> No.10512378

>>10511954
>Sceane
>Beggining
Eggconsole...
Shitposting aside, if you actually do that, it's much more of a puzzle game than an RPG. It's similar to those types of games were you don't level up, but grab power-up items to stat up and deal with blocking enemies, the name escapes me.
The economy is closed, enemies will die out and you will be consuming food, more so if you level up, which can be postponed as it requires going to the temple (or castle in versions that allow you to return aboveground without much hassle).
iirc, the 88 and 80 version should be near identical and I doubt Project EGG is going to force the 88 beeper version on you, but you can turn the sound off with S.

>> No.10513396
File: 9 KB, 640x400, Lilith.png [View same] [iqdb] [saucenao] [google]
10513396

The gameplay in Xanadu is as follows: happily go into the dungeon, turns out you aren't that strong, get strong enough to sorta kinda safely deal with the floor, happily go down a floor, get bodied as you try to steal some nice equipment from a new floor and safely grind it up on the previous floor. Repeat a few times.
I now have a Full-plate, which is good and the best you can buy, but it's not the best. Due to the equipment XP system, you basically need to get equipment in steps where they are a large enough upgrade as incremental ones are a waste versus your leveled gear.

What is interesting is that enemy types have a few set variants, some behaving quite a lot different to the others. The beholder is one, magic is usually pretty strong to players as they are likely not to invest too much in MGR unless playing in easy castle access version. Most of the beholder variants teleport around and fire strong magic at you, but there's also one that just runs around and tries to melee you. These groups also have different set drops.
Another is the fire elemental which is an easy stationary enemy, except for its final type which is unbeatable except when using water type spells as its resistant to physical and any other spell. This leads to a noob trap to one of the towers as it will spawn in front of the door if you kill enough "normal" versions.
Another thing is that magic projectiles can be controlled by bother the player and the enemy and it will ove as if it is the player. Issue is that with enemies they don't "control" the projectile and instead still control themselves so the projectile just spazzes with them.

I don't like the karma mechanic too much as that's a noob trap entirely as any good or bad monster attacks you anyway. So far the good ones were rare though, but in this version one of the "good" enemies doesn't get counted for karma.