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/vr/ - Retro Games


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File: 319 KB, 1024x768, Sega_Mark_III.jpg [View same] [iqdb] [saucenao] [google]
4040468 No.4040468 [Reply] [Original]

What /vr/ console would look most at home in a 1960s-1970s science fiction film? I'm thinking pic related.

>> No.4040472

Only if if becomes sentient and starts zapping people

>> No.4040489

>>4040468
you mean an amateur scifi film being shot today, about a futuristic society in the 1960s? you need to go with xbox1 bulky as fuck, with some multi button joystick, those used in combat flight sim

>> No.4040497

>>4040468
Magnavox Odyssey and Odyssey 2. Colecovision

>> No.4040504
File: 44 KB, 400x534, computer-space-ad.jpg [View same] [iqdb] [saucenao] [google]
4040504

>>4040489
No, I mean what console's design would have fit in an interior scene set at somebody's home in an actual 1960s science fiction film. You know, like the Computer Space cabinet kind of actually fit in in Soylent Green's future.

>> No.4040726
File: 17 KB, 480x360, hanimex-sd-050.jpg [View same] [iqdb] [saucenao] [google]
4040726

>> No.4040754

I'm pretty sure games consoles have been used as scifi film props before

>> No.4040845

>>4040468
Any of the consoles from the 60s-70s???

>> No.4040916
File: 2.28 MB, 2000x1617, NMAH-2006-11760.jpg [View same] [iqdb] [saucenao] [google]
4040916

This was my first choice, but it looks pretty obsolete to op

>> No.4041239

pong didn't come out until 1972... pong consoles a couple years later

pong consoles or an early atari (pre-2600) are your best bet if you want something people that will look weird to someone under 40

>> No.4041253

any European pong clone. there nearly 2000.

>> No.4042325
File: 74 KB, 1000x664, Sega-SG-1000-MkII-Console-FL.jpg [View same] [iqdb] [saucenao] [google]
4042325

>>4040468
Fuck, I loved the Mark III design.
Sega's SG-1000 II design is basically the same thing, but might fit the look you're thinking of slightly better.

>> No.4042429

>>4042325
Too bad the games are shit.

>> No.4042438
File: 61 KB, 739x396, tectoy_sms.jpg [View same] [iqdb] [saucenao] [google]
4042438

God damn I love that aesthetics
Are those electronic symbols
There has to be a name for this design

>> No.4042445

>>4042429
SMS Ninja Gaiden is probably the best Ninja Gaiden game I've ever played. I still play it occasionally

>> No.4042463
File: 134 KB, 1024x768, Spacewar_screenshot.jpg [View same] [iqdb] [saucenao] [google]
4042463

>Spacewar! is a space combat video game developed in 1962

>The game features two spaceships, "the needle" and "the wedge", engaged in a dogfight while maneuvering in the gravity well of a star.
>Both ships are controlled by human players.
>Each ship has limited fuel for maneuvering and a limited number of torpedoes, and the ships follow Newtonian physics, remaining in motion even when the player is not accelerating.
>Flying near the star to provide a gravity assist was a common tactic.
>Ships are destroyed when hit with a torpedo or colliding with the star.
>At any time, the player can engage a hyperspace feature to move to a new, random location on the screen, though each use has an increasing chance of destroying the ship instead.
>The game was initially controlled with switches on the PDP-1, though Alan Kotok and Bob Saunders built an early gamepad to reduce the difficulty and awkwardness of controlling the game.

>Spacewar is one of the most important and influential games in the early history of video games.
>It was extremely popular in the small programming community in the 1960s and was widely ported to other computer systems at the time.

>> No.4042479

>>4042463
BONUS vector displays

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

>> No.4042972

>>4042445
SG-1000 != SMS

>> No.4042975

>>4042463
A PDP game indirectly created the modern computer world.
https://en.wikipedia.org/wiki/Space_Travel_(video_game)
>As a part of porting the game to the PDP-7, Thompson developed his own operating system, which later formed the core of the Unix operating system. Space Travel never spread beyond Bell Labs or had an effect on future games, leaving its primary legacy as part of the original push for the development of Unix.

>> No.4043891

>>4042975
Holy shit! I will never allow people to make fun of games ever again.

>> No.4044590

>>4042429
>Too bad the games are shit.
I like the SG-1000's games.

Star Jacker's pretty cool, it got an okay version of Hang-On (with better control than SMS, although it's a fair bit uglier), it got GP World which is a very good Pole Position style racer (and quite a bit better than the SMS "sequel" to it, World Grand Prix), a good port of Choplifter, Gulkave is an okay shoot-em-up (most impressive game on the machine with loads of enemies and intense scrolling, although there are a few things I don't like about it, like how often it repeats enemy patterns before finally changing it up, and object visibility can be kind of poor), Ninja Princess is okay on it, H.E.R.O. is fantastic on it, Rock 'n Bolt is good. Girl's Garden is a decent game, if really simple, Champion Billiards is a fun game like Lunar Pool on the NES (same devs), but with slopes instead of variable friction, and there's a handful more I'm too lazy to list (and I've listed like a third of the machine's library already).

The big issue is that you could just get an MSX and have most of the best games, and then tons more, and even if the game wasn't actually released on the MSX, someone wrote an SG-1000/SC-3000 loader so you could play it there anyway. The SG-1000 is basically an MSX with fuck-all RAM (1kB user RAM) and worse audio (the AY is loads better than the SN, with actual bass notes, the ability to do envelope fuckery, much easier to do convincing sounding drums on, etc).
But still, I really do like the SG-1000 library. Sucked ass at platformers (Wonder Boy on SG-1000 is absolute ass with constant flicker and awful scrolling and Flicky for the machine would be pretty decent except the first stage is obnoxiously difficult because of fucked up platform handling rather than technical limitations -- the later ones aren't nearly as hard), though.
It's a neat, if deservedly forgotten machine.

>> No.4044789

that thing is retro-sexy as hell

definite 60/70s scifi look

>> No.4044992

>>4044590
Great post anon. I'm looking into getting a SC-3000 and posts like these really bring light to a forgotten console.

>> No.4045926

>>4042463
That display is fucking sexy

>> No.4046545

>>4044992
Supposedly, the SG was released purely as an experiment.

So, they just went and matched the specs of the most advanced console on the market at the time (the Colecovision) and called it a day. Sold like double what they expected, which was basically fuck-all from what I remember reading somewhere.
When they saw how ridiculously successful the Famicom became, that's when Sega realized that they needed a real slice of the pie and started actually trying.

Also, apparently Sega kind of wanted the SC-3000 to be a standard like the MSX ended up being (which kind of makes me wonder why Sega didn't just make an MSX compatible SC-3000 after the fact, since the MSX standard was the same thing but with more memory, better sound, a better BASIC, etc.
Memory map's different, but that's a solvable problem.

then again, Sega at home was fucking up a bit at that era
like, the SMS VDP fucks up the colors on the TMS9918 modes really, really badly (none of the nice pastel shades), they didn't even make an attempt
so the handful of people who upgraded to a Mark III and had SG-1000 games ended up with colors that had far too much contrast; some games were really hard to see (colors that were bright on a black background were now very dark against it) and ugly as fuck on the Mark III since the revised palette is really terrible and not nearly as nice or useful

supposedly, you could wire in a real TMS9918a or compatible if you really wanted (hell, you could even put it on a switch, would be most useful on a Genesis which doesn't support the SG-1000 modes at all), but I don't think anyone's ever bothered since no one cares enough about the system and it's probably not worth the effort

>>4045926
It really, really is.