My Atari 520ST Setup

I’ve mentioned in various posts on this blog that I’ve owned a couple of Atari STs over the years – a 520ST in late ’86 and a Mega ST2 in ’89. I sold them both long ago, but have particularly fond memories of that 520ST, which was a really nice setup, housed in a Micro Mate 520 STation. The last is a rather unique system stand/organizer which I’ve searched for on and off over the years, thinking it would be a great find in case I ever setup another ST system. Well, I found a 520 STation, as reported here back in February. And, as I expected (feared?), the STation lead me to setup a whole 520ST system with which to fill it.

It’s a standard, early model 520ST with 512K RAM and an integrated RF modulator. I’ve got two SF314 (double sided) floppy drives tied to it, along with a classic 15kHz SC1224 RGB monitor. I’ve replaced the keyboard and body plastic on the 520ST with brand new pieces, so it truly feels like a new machine. I’ve had fun playing with it so far, and intend to spend much more time with it in the coming months.

Click the above pic to see my full 520ST gallery.

Posted in Atari | 7 Comments

All Hail Glide!

Remember the first time you were blown away by 3D graphics? I don’t mean sitting in a theatre watching The Last Starfighter, but on a computer or console at home. Yea, Starglider and Virus were awesome, but for me the first time I was floored by 3D was seeing Wipeout for the first time on a Playstation, back in ’96. There’s a second time, but no third, really. The second time was after slipping a 3dfx Vooodoo graphics card into the PCI slot of my 225MHz AMD K6-based PC. Smoother, perspective-correct 3D at four times the res of the PSX. Insane fine.

There were a number of APIs out there used to work Voodoo-support into a game, like Direct3D or OpenGL – but games that looked the best, without fail, used Glide. As Wikipedia tells it,

    Glide is based on the basic geometry and “world view” of OpenGL. OpenGL is a very large library with about 250 calls in the API, many of which are of limited use. Glide was an effort to select those features that were truly useful for gaming, leaving the rest out. The result was an API that was small enough to be implemented entirely in hardware. That hardware was 3dfx’s own Voodoo cards. This led to several odd limitations in Glide — for instance, it only supported 16-bit color.

I still do a bit of Glide gaming on my 700MHz P3 Windows 98SE box (used primarily for retro emulation) which sports an AGP Voodoo3 3000. (I’m a Rune nut.) So it was with no small degree of happiness that I happened to stumble upon an article this morning detailing the Best 3dfx Glide Games. Whether or not you dabbled in Voodoo in your distant past, have a look – good stuff, to be sure.

Posted in Multi-Platform | 1 Comment

40 Year Console History Pictorial

It leaves out a lot and really is to gaming what “We Didn’t Start The Fire” is to world history, but it’s surely worth a look:

Wired’s Console Portraits: A 40-Year Pictorial History of Gaming

Game on.

Posted in Gaming | 3 Comments

“Thrust” from Firebird Software

I’ve always loved “gravity games.” The various Lunar Lander incarnations are great fun to me. Asteroids, more an “inertia game” than a “gravity game” in truth, has a similar feel and is similarly fun. As such, a certain screenshot in the Commodore 64 issue of Retro Gamer magazine (#30) caught my eye the other day. It depicts what looked like a gravity game, and some digging on the net showed me that’s indeed what it was – a game known as Thrust. It was ported to various systems of the period (even the Vectrex!). I grabbed the C64 version and have been having a blast with it through VICE on my Win 98SE P3 setup for emulation.

As it turns out, Thrust (see screenshots here) is a game that was originally written for the BBC Micro / Acorn Electron and released in 1986 by Firebird. It’s based on Gravitar from Atari, a not-especially-popular arcade game (a gravity game!) released in 1982. Thrust, a much better game, basically goes like this: In a setting similar to, but more complex than, a Lunar Lander scenario, you must capture a pod with a tractor beam (which acts, physically, like a stiff rod when activated) and pull it into space. There is a dramatic feel of gravity and inertia as regards both your craft and the attached pod, making for a rather “realistic” feeling game. The difficulty is in navigating narrow, subterranian caverns with this pod attached to your craft by what feels like a metal rod. Great fun.

Thrust, doubtless rather flattered, has apparently inspired a variety of remakes and adaptations, including four for the Amiga (Gravity Force, Rotor, Zarathrusta, Fly Harder), Solar Jetman for the NES, and a number of PC remakes (that just don’t feel as good as the originals, pixellation aside). I’ve just grabbed the NES title and have been having lots of fun with it on my GP2X via GPFCE and can’t wait to track down these various Amiga games and give them a whirl on my A2000.

Thrust. If you missed this one like I did, it’s not too late to feel the goodness!

UPDATE [5.16.2007]: If you like what you see, have a look at this list of “Cave-flyers and Thrust clones.”

UPDATE [9.3.2007]: Ok, I’ve got to say that the aforementioned Vectrex version of this game has got to be the best version out there. It’s just gaming heaven. I’m loving it. So – go get yourself a Vectrex and take hold of the Thrust cartridge. Some of the best gaming I’ve experienced. Worth the purchase of a Vectrex just for this title. My $.02.

UPDATE [12.11.2008]: ng:moco has just released Dropzone for the iPhone. Dropzone is a Thrust remake with a bit of Geometry Wars thrown in. See our review over at Touch Arcade. It is a superb game.

Posted in Multi-Platform | 10 Comments

I Did It! See the Space Invader Tattoo in All Its Glory

Today at 1pm it was done. My second tattoo (my first geek tattoo), a Space Invader, was inked on my right shoulder by Dave Waugh of Jinx Proof tattoos in Georgetown. I am most pleased with the results. Have a look for yourself.

Thanks for all the responses to my call for opinions on just which Invader is the best. As anyone who has followed this can tell, I went with “the third Invader.”

As I said in my last post, it’s not that I’m a huge Space Invaders fan per se, the icon just seems to well represent the three things I was going for: gaming, retro computing, and the 80s in general — a sort of crude petroglyph found on the walls of the cave of computing history, if you will. (I know you will…)

I wonder if this will be my last tattoo…?

Posted in Just Rambling | 16 Comments

Call to Readers: Help Choose My Retro Tattoo

At present, I have one tattoo. The design is the celtic Tree of Life, which I got back in the summer of ’00. What it represents is a big part of who I am. But then, another big part is what lead me to setup this blog three years ago. That part is comprised of an intense, particular fondness for three somewhat related things: gaming, retro computing, and the 80s in general.

So. The time has come for another tattoo. A geek tattoo. I’ve long felt that the perfect icon that is representative of that particular side of me is a Space Invader. Not that I’m a huge fan of Space Invaders in particular, it just seems nicely emblematic of gaming, retro computing, and the 80s. Sort of a crude petroglyph found on the walls of the cave of computing history. Since that’s settled, the only question is just which Space Invader with which to permanently decorate my right shoulder. There are three different Invaders, each of which have two states. Below is the complete choice of six.

Readers, please leave a comment in this post and tell me which of the six you find the most appealing Invader. The assistance will be much appreciated. After I am inked, I promise to promptly post a photo of the handiwork. Thanks!

UPDATE [5.8.2007]: Had the tattoo inked today. I went with Invader #3, the one I had been leaning towards from the get-go, and I see most of you preferred that one as well. Thanks for the opinions!

Posted in Just Rambling | 24 Comments

the Pixelator

Jason Eppink. He’s an artist on a mission…to make it all look better.

the Pixelator

The PIXELATOR

I don’t exactly know why I love what he’s done here so, but one thing’s for sure – I am definitely building one of these for the 50″ plasma in my den. Strong work, Jason.

Posted in Other Platform | Tagged , , | 3 Comments

distellamap: Atari 2600 code brought into view

A few weeks ago I ran across an extremely cool nod to retro computing, but wanted to wait to pass it along until I had one in my hands to show. I am referring to Ben Fry’s distellamap project.

Having put together the rather interesting dismap and mariosoup projects, which provide a unique glimpse into the code and graphics buried in the typical Atari 2600 cartridge, Fry basically merged these pieces into distellamap. Distellamap is a listing of a game’s 6507 assembly code—at most 4K’s worth (yes, 4096 bytes!) per cartridge, with every “go to” or jump illustrated with a curved line to the target and every block of data (as opposed to code) represented as an orange square. It’s a fascinating thing to behold.

Fry’s gallery includes a number of games popular at the time, the most complex of which is Pac-Man, due to the necessary AI for the ghosts. When I saw these could be ordered as prints, I grabbed one and it now adorns my office wall. Click the above thumbnail for a better view, and a second shot is available here.

Amazing effort on Fry’s part. And be sure not to miss his deconstructulator which shows, in real time, how such graphics data is accessed from the cartridge by way of a Java-based NES emulator and a live sprite buffer display.

Posted in Atari, Gaming | 2 Comments

Found New Time Bandit for Atari ST Retail Pacakge

Ever since I first played it back on my Atari 520ST back in 1986, I’ve loved the game Time Bandit. A few weeks ago, at the request of a reader, I scanned the game’s short manual that I’d kept all these years and placed it online. Well, I’ve got another bit of Time Bandit news.

A week or so ago I was scanning eBay in search of interesting vintage computer items when I came across an auction for an unopened (still shrink-wrapped) Time Bandit for Atari ST retail package. I clicked to “Buy It Now” before I’d even read half the item posting. (See the auction here while it’s still online.) A great find.

Posted in Atari | 1 Comment

The NeGcon: Gaming with a Twist

My last post concerned my Wipeout collection. As any Wipeout fan is aware, when it comes to getting champion track times, the 4-way digital pad is out. But when the original Playstation and Wipeout came out, that’s all there was, you’re thinking. Dual Shock wasn’t even a glimmer in Kutaragi’s eye. Well, there was one alternative: the NeGcon.

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Perhaps the most unique controller I’ve ever encountered, the NeGcon was a Playstation controller put out by Namco which featured most of what the standard Playstation controller had to offer, with the notable addition of an analog “steering” style control in the form of a split down the middle of the unit, with the left and right halves connected by a swivel-joint. What’s more, the left shoulder button as well as the front X and square buttons were analog with a notable travel distance to them. The player would twist the unit to steer his or her craft while applying the desired level of thrust to the analog buttons. A player’s potential performance, when armed with the NeGcon in a game like Wipeout, is far beyond that of the unfortunate player chained to a D-pad.

A number of games supported this controller early on, among them: the entire Wipeout series, Gran Turismo, and the Ridge Racer series. The NeGcon was never a well-known controller, but there are players who, to this day, consider it to be the superior analog controller for the Playstation. I’m pleased to have found one back in ’96 at a local toy store. I never play Wipeout without it.

Posted in Gaming | 3 Comments