Joust

http://www.midway.com/classicGames/joust/joust.html 

Joust (c) 1982 Williams.

AT SOME FAR-DISTANT TIME 2 fantastic gladiators meet and square off for battle. Each is mounted on a fanciful bird of prey (ostrich or stork) whose wings can carry it from the cliftops to the mouth of the abyss and hopefully back... or the bubbling lava below will increase it's toll.

While your mount is a skilled flyer, your opponent is a shrewd gladiator. You must prove you are his better. Stealthily you must pilot your mount above him, and cleverly you must stalk him... to strike at the moment he least suspects you! And always remember this rule : In every Joust, the highest lance wins!

Of course your opponent will resist your attempts, all the while pursuing his own designs on you. Each gladiator has five (operator-adjustable) mounts. Every time youÆre toppled you must mount a new bird for the next joust. The gladiator who scores the most dismountings is the winner.

YOUR PATH MAY SEEM CLEAR and your work cut out, but just them a flock of vicious Buzzard-Riders will ambush you! Ruthless even as they are dismounted, these wily Buzzard-Riders instantly lay their eggs. You must pick up the eggs or they will soon hatch into even more persistent and antagonistic foes!

Fortunately at 20, 000 (operator-adjustable) points (should you make the grade) you will be awarded another bird to mount against the loyal opposition. Joust is designed for either one or two players.

The Joystick sends the gladiator and his ever stalwart mount (ostrich or stork) boldly to the left or to the right. The Flap Button causes the heroÆs mount to spread its robust wings.

- TECHNICAL -

* The upright version of Joust was a dedicated cabinet. It is similar in shape to other Williams games from that era, but it is not identical to them. The cabinet is largely black with no painted art on the front of the machine. But it does have sideart, in this case a four color painted rendering of a knight riding a large bird, while carrying a lance. This design is fairly simple when compared to the sideart on other games, and can be repainted by hand, as long as you are careful. The control panel, monitor bezel, and marquee are all filled with the expected graphics. The marquee especially is a stunning rendition of the Joust logo, and two riders inside the Joust world. Your Joust machine will come with either 2-Way leaf switch joysticks, or 2-Way optical ones. The early cabinets had the optical ones, while the later ones used the leaf stick ones.

* The cocktail version (a cocktail game is a sit down table version), is notable because it was one of the most popular cocktail cabinets for conversion to newer titles. You see most cocktail tables originally held games that had monitors in a vertical orientation, and had a set of player controls on each end of the table. By 1985 no one was really making many vertical games, especially not ones that were one player at a time, and could flip the screen for the second player. But the Joust table was different. It had a horizontal monitor, and the players sat side by side, instead of at opposite ends of the table. This allowed the Joust cocktail cabinet to be used for all sorts of newer games. Electronically the cocktail version of Joust was identical to the upright version. The cocktail cabinet did not feature a lot of art, and was mostly black.

The Joust PCBs are functionally identical to those used in "Defender", "Robotron - 2084", "Bubbles", "Sinistar", and "Stargate", only the ROM chips are different.

Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)

Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16

Players : 2
Control : 2-way joystick (LEFT and RIGHT)
Buttons : 1 (FLAP)

- TRIVIA -

Released in September 1982.

The name of this game is a reference for 'Jousting'. Jousting is a competition between two knights on horse-back, wherein each knight tries to knock the other off his mount. Jousting was popular in medieval times.

Joust shares some sounds from "Defender".

James Vollandt holds the official record for this game on 'Marathon' settings with 107, 216, 700 points.
Don Morlan holds the official record for this game on 'Tournament' settings with 1, 002, 500 points.

A Joust unit appears in the 1983 movie 'Joysticks'.

A Joust unit appears (multiple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley.

Two Joust machines (including a cocktail) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.

- UPDATES -

Red version has default high score of 107, 212 Pts, Green and Yellow versions are 109, 102 Pts. Also, the Green version fixes a well known bug that allowed you to endlessly kill Pterodactyls on certain levels, thus achieving incredible scores.

- SCORING -

Killing enemies :
Bounder (Red) : 500 points
Hunter (Silver/Gray) : 750 points
Shadow Lord (Blue) : 1, 000 points
Pterodactyl : 1, 000 points

Getting killed : 50 points

Picking up eggs or hatchlings : 250, 500, 750, or 1, 000 points (progressive). The progression starts again when the player is killed or starts the next wave.

Picking up an egg before it touches the ground : 500 points

Not dying during a Survival Wave : 3, 000 points

If neither player kills the other during a Team Wave (Two players only) : 3, 000 points for each player.

The first player who kills the other player during a Gladiator Wave (Two Players only) : 3, 000 points

- TIPS AND TRICKS -

* When you start the game, your man will be at the entry point at the bottom of the playing field. From the other entry points, enemy riders will appear. It will then be up to you to successfully defeat them. Learning to flap your ostrich's wings is the most vital aspect of this game. How fast or slow you flap the wings determines speed and maneuverability. Once you get good, you will be able to glide around and only flap for either altitude or to hit an enemy rider.

* The name of the game is height. Whoever is the higher rider during a joust is the winner. If you and an enemy collide on the same level, the impact will knock you both backwards a little and turn you both around. This can prove to be dangerous if more then one enemy is coming for you since the first one turns you around and the second knocks you off your mount.

* You need to pay particular attention to the screen setup on each wave. Different platforms may collapse forcing you to readjust your strategy accordingly. Using the 20 wave example from Chapter 6.4, I will give you some basic strategies...
a) During the non-pterodactyl waves and platform one is intact, your best bet is to hang out under the right side of platform one. The enemy riders have to drop to get to you. Just a quick press of the flap button should give you altitude over them and the easy kill.
b) If you lose platform one, the next best place is platform five. This forces the enemy riders to rise up to you. If you hover over the left or right edge, you can drop on enemy riders trying to rise up from the areas of platforms two and three. Of course, if any make it to your level, just sit on that entry point. When an enemy rider gets near, rapidly climb and move over toward the enemy to knock them off their mount.
c) When you only have platforms two and three, you will use a modified strategy from the one above. You will hover around the area that platform five was at. This forces the enemy riders to rise up to you, thereby exposing themselves to you dropping down on them.
d) If any of the above have Shadow Lords in them, you will have to be prepared to move around quickly since Shadow Lords are very fast and they tend to bounce off the top of the game screen.

* There are a couple of ways to kill off the pterodactyl during the pterodactyl waves :
1) First of all, you must be facing the pterodactyl in order to kill it.
2) If platform one still exists, then just wait for the pterodactyl and be ready for it to choke itself on your lance. If there are multiple pterodactyls, they usually come from opposite sides so the first one will have you turned around to meet the second one.
3) If platform one is gone, they use platform two to do your prehistoric hunting. If there are multiple pterodactyls, then you will have to move around until the second and subsequent pterodactyls are coming at your rider head on while you sit atop platform two.
4) If you are real good, you can kill the pterodactyls off in the air. You just have to make sure that your lance is evenly aligned with the pterodactyls mouth.
5) Pterodactyls also show up if you take too long on a wave. These can't be killed using the platform method. The only way is either in the air or to lose a man.
6) Some players take out all the enemy riders but one. Then they lead this rider toward the lave so the Lava Troll can grab them. The player then sits and hunts pterodactyls. This is a long process that is definitely loaded with peril.
7) If you get killed before killing the pterodactyl, it is very hard to get in position to kill the pterodactyl since it does involve a sort of rhythm. Also keep in mind that the enemy riders will still be trying to dismount you as you are hunting.

* The Pterodactyl Trick : Classic trick! Doesn't work on upgraded Joust machines, or on "Joust 2". Trick the last jouster on the stage to fly to the lava and get trapped by the lava troll. Then wait in the center of the middle platform. When a pterodactyl comes out, it'll fly right into your lance. The next part takes a fair amount of practice : When the pterodactyl has hit you, your character will be knocked back. Jiggle the joystick so that your mount is back in the middle of the ledge again. Keep doing this. Eventually there'll be a steady stream of pterodactyls and you'll be killing 'em about 2 per second, for 1000 points each. When you make a mistake and get killed, the trapped jouster will escape. On the last board in which this works (47), the jouster will not escape.

* The Lava Troll hazard isn't too major unless you fly too close to the surface of the lava. If you do happen to get grabbed, flap rapidly to escape. It is also easy to hit enemies immobilized by the troll.

* After you hit an enemy rider, they become an egg. After a few seconds, the egg will hatch to the next hardest enemy rider. For example, a Bounder becomes a Hunter; a Hunter becomes a Shadow Lord. After that, it will always be a Shadow Lord. Some players leave one egg and then hover over it. When the enemy buzzard comes to pick up the rider, you knock him off the saddle again and collect the points. Again, the pterodactyl will show up soon to end this fun.

* Make sure you don't knock too many enemy riders off at once or there will be eggs scattered all over the place. This makes it hard to keep the enemy population down to a dull roar.

* Whenever your rider gets killed, he will appear at the entrance point all shimmery. If you let the sequence go, it will take up to five seconds for your rider to appear. During that time, he is immune to all attacks. Your rider will enter at the point there is the least amount of enemies. This is usually the very bottom platform. Keep in mind, the enemies also enter at these points.

* The game does reach a point where there are so many enemy riders running around, they are constantly bumping into one another. This, in effect, creates a wall which is very difficult and hazardous to navigate through. This means you have to split up the enemy

* If you die during a wave, try quickly to get your bearings so that you can get in position to continue depleting the enemy forces.

* The above tips are as valid for the two-player game as they are for the one-player game. In the two-player game, though, you and the other player can cover each other to make it more difficult for the enemy to knock you off your mounts.

* Phantom Energizer : In a two-player game (on a screen just before the middle ledge disappears) clear all opponents except 1. Kill him, leaving the egg in the middle of the bottom platform. Player 1 stands on the bottom energizer while player 2 jumps in the lava. If player 2 appears on the top energizer, then the trick will work. Player 1 then gets the egg. The 'phantom' ledge should remain.

- SERIES -

1. Joust (1982)
2. Joust 2 - Survival of the Fittest (1986)

- STAFF -

Designed by : John Newcommer (JRN)
Programmed by : Bill Pfutzenreuter (PFZ)
Game art by : Jan Hendricks (JAN)
Others : (KFL), (CWK), Mike Stroll (MRS)

- PORTS -

* Consoles :
Atari 2600 (1982)
Colecovision (1983)
Atari 5200 (1983)
Atari XEGS
Atari 7800 (1987)
Nintendo Famicom (1988)
Atari Lynx (1993)
Nintendo Game Boy (1995, "Defender / Joust")
Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")
Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")
Sega Saturn (1996, "Williams Arcade's Greatest Hits")
Sony PlayStation (1996, "Williams Arcade's Greatest Hits")
Nintendo Game Boy Color (1998, "Arcade Hits - Defender / Joust")
Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Vol. 1")
Nintendo Game Boy Advance (2001, "Midway's Greatest Arcade Hits")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Microsoft XBOX 360 (2005, as a downloadable Live Arcade game)
Sony Playstation 3 (2007, "PlayStation Network")

* Computers :
PC [Booter] (1983)
Atari 800 (1983)
Commodore C64 (1984, "Jouste")
Atari ST (1986)
Amstrad CPC (1986)
PC [MS-DOS] (1995, "Williams Arcade Classics")
PC [MS Windows] (1996, "Williams Arcade Classics")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")

* Others :
Palm OS ("Midway Arcade Classic")
Tiger Game.Com ("Arcade Classics")

- SOURCES -

F.A.Q. by Kevin Butler A.K.A. War Doc
MAMEInfo:
0.30 [Valerio Verrando]
0.23 [Steven Hugg]

SETUP and TEST MODE:
- The first time you run the game, it will say 'factory settings restored'. Press F2 to proceed.
- Press F2 for Test-Mode
- Press F1 + F2 for Bookkeeping/Setup

DIP/Input Bugs:
- Player 1 and player 2 start buttons are mapped twice. inputduplication0106u7gra cpukett / Karasu

WIP:
- 0.107u2: Fixed P1/2 START input again.
- 0.107u1: Luigi30 fixed input (P1/2 START were mapped twice).
- 0.103u5: Fixed rom names in Joust and removed Joust (Solid Green label).
- 0.103u4: Reznor007 added clone Joust (Solid Green label).
- 0.95u3: Changed cpu1 roms addresses from $0-8000 to $10000-18000.
- 0.92: Highwayman added proms ($0, 200 - video inversion for cocktail table).
- 14th January 2005: Aaron Giles - One of my first experiences with emulation was back in 1994 (I think) playing Joust on the original/commerical Digital Eclipse emulators for the Mac. I realize it's fun to slag on commerical emulators for having annoying ticks or imperfections that aren't in MAME; however, you have to keep in mind that a commercial emulator has to run on much tighter hardware specs. You can't ship an emulator that runs Smash TV the way MAME does; none of the modern consoles have near enough raw CPU horsepower to do it, and you'll have a hard time explaining to PC users why a game from 1987 needs 1.5GHz or more (believe me, it's not easy!) That said, some of the imperfections I've heard about various commercial emulators border on unforgiveable.
- 0.33b7: Removed Joust (Green label) from MAME.
- 0.30: Valerio Verrando added Joust (White/Green label). Renamed (joust) to (joustr). Marco Cassili added clones Joust (Green label) and (White/Red label). All of the alternate versions are older, and have the pterodactyl bug. The order, from older to newer, is: white/red - green - red - white/green.
- 0.25: Valerio Verrando fixed the Williams driver to support joystick in Blaster, Defender, Joust, Robotron, Splat and Stargate.
- 0.24: Marc LaFontaine provided drivers for Robotron, Splat, Defender, Joust, Stargate, Bubbles, Blaster and Sinistar. Bubbles doesn't start, and Sinistar do weird things at startup. The other games work very well, though. For this version I provide a set of fonts that can be used to avoid jerkiness in williams games.
- 0.23: Added Joust (Williams 1982). Where the characters are stored? The sprites sometimes disappear. Steven Hugg provided a Williams games driver. Stargate, Robotron and Joust are currently supported and playable.

PLAY INSTRUCTIONS:
- To fly in Joust press repeatedly the 'FLAP' button.
- To survive a joust the highest lance wins in a collision.
- Pick up the eggs before they hatch.
- Meet all enemies and beware of the 'unbeatable?' Pterodactyl.

LEVELS: 255 (endless)

Other Emulators:
* HiVE
* JAE
* Retrocade

Recommended Games (Platform 2):
Joust
Joust 2 - Survival of the Fittest
Q*bert
Faster, Harder, More Challenging Q*bert
Q*bert's Qubes
Chack'n Pop
Mario Bros.
Mario Bros. (PlayChoice-10)
Popper
Bomb Jack
Vs. Mighty Bomb Jack
Bombjack Twin
The FairyLand Story
TeddyBoy Blues
Bubble Bobble
Bubble Bobble 2
Bubble Memories - The Story Of Bubble Bob
Rainbow Islands
Don Doko Don
Rodland
Snow Bros. - Nick & Tom
Snow Bros. 2 / Otenki Paradise
Snow Brothers 3 - Magical Adventure
Berlin Wall
Tumble Pop
Dark Tower
Diet Go Go
Funky Jet
Saboten Bombers
Jump Kids
Metal Saver
Pang Pang
Fancy World - Earth of Crisis
Toppy & Rappy
Ultra Balloon
Bomb Kick
Head Panic
Penguin Brothers

Romset: 53 kb / 15 files / 35.6 zip

ROM REGION:
 joust.sra 00001000 cpu1 0000d000
 joust.srb 00001000 cpu1 0000e000
 joust.src 00001000 cpu1 0000f000
 joust.wg1 00001000 cpu1 00010000
 joust.wg2 00001000 cpu1 00011000
 joust.wg3 00001000 cpu1 00012000
 joust.sr4 00001000 cpu1 00013000
 joust.wg5 00001000 cpu1 00014000
 joust.sr6 00001000 cpu1 00015000
 joust.sr7 00001000 cpu1 00016000
 joust.sr8 00001000 cpu1 00017000
 joust.sr9 00001000 cpu1 00018000
 joust.snd 00001000 cpu2 0000f000
 decoder.4 00000200 prom 00000000
 decoder.6 00000200 prom 00000200

ORIGINAL:
Joust (White/Green label)

CLONES:
Joust (Solid Red label)
Joust (White/Red label)

SOURCE: williams.c
0.24 [Marc LaFontaine, Steven Hugg]
0.23 [Steven Hugg]

WIP:
- 0.115u3: Zsolt Vasvari fixed subtle behavior in handling of PIA port A. This allows for the removal of hacks in the Qix driver and the Williams driver.
- 0.115u1: Aaron Giles added correct video timings for the Williams games. Fixed visible area and VSync to 60.096154 Hz.
- 0.106u11: Aaron Giles added X and Y offset/scale controls for each screen. This allows you to control the actual position of the screen within its container. In order to see beyond the game-configured visible area, the game must have set up the screen size to be larger than the core visible area. The Williams drivers have been updated as an example. Eugene Jarvis mentioned that if you adjust your monitor, you can see the stack in Robotron off to the right, and now you can in MAME as well. The values configured in the OSD are saved in the config file for each game.
- 0.101u1: Aaron Giles added save state support to the classic Williams drivers, marking them as GAME_SUPPORTS_SAVE.
- 0.95u3: Williams driver rewrite [Aaron Giles]: Rederived all addressing from schematics, cleaned up banking mechanisms, fixed sound CPU clock in later games, simplified blitter code significantly, added timing to the blitter (just a guess right now), implemented clipping circuits correctly, simplified palette handling significantly and rewrote video system to use tilemaps for later games.
- 20th July 2004: Arthur Peale submitted a fix for the coin slots in the Williams driver.
- 8th December 2001: Aaron Giles fixed a bug in the Williams games' blitter, fixing Bubbles from crashing on startup.
- 0.37b10: Changed palettesize from 272 to 256 colors.
- 7th October 1999: Aaron Giles added Mayday to the Williams driver and improved the blitter for the Williams games.
- 0.35b11: Changed M6802 CPU2 clock speed to 894750 Hz.
- 0.35b10: Changed M6802 CPU2 clock speed to 3579000 Hz.
- 0.35b6: Replaced M6803 CPU2 with M6808.
- 9th March 1999: Michael Soderstrom has finally sent in the newest Williams driver with added support for Mystic Marathon, Turkey Shoot, Inferno and Joust 2.
- 0.33b4: Nicola Salmoria slightly reduced the visible area of the Williams games, he's not sure which would be the correct setting though.
- 0.31: Merged colony7.c with williams.c driver. Aaron Giles major cleanup the Williams drivers. Aaron Giles and Brad Oliver improved the blitter for the Williams games.
- 0.30: Added colony7.c driver. Tatsuyuki Satoh added cpu_setbankhandler_r() / cpu_setbankhandler_w() for better bank switching support. The Williams drivers take advantage of it. Aaron Giles added dirty rectangles support.
- 0.29: Steven Hugg, Mirko Buffoni and Nicola Salmoria added sound to all the Williams games. Samples are no longer needed and may be deleted. Aaron Giles made several fixes and enhancements to the Williams driver.
- 0.28: John Butler added optimizations to some Williams games.
- 0.26a: Sound is back on Williams games.
- 0.24: Marc LaFontaine provided drivers for Robotron, Splat, Defender, Joust, Stargate, Bubbles, Blaster and Sinistar. Bubbles doesn't start, and Sinistar do weird things at startup. The other games work very well, though. For this version I provide a set of fonts that can be used to avoid jerkiness in williams games. If you use zipped roms remember to include them in the ZIP files.
- 0.23: Added williams.c driver.

link: 

http://www.midway.com/rxpage/ClassicGames.html 

Dome La Muerte & The Diggers + The Headbangers live photos


Dome La Muerte 

DOME & THE DIGGERS live al CPA Firenze sud (12 gennaio 2008)

foto e video: Kate e THX (2008)

foto:

[IMG] ssl21225.jpg            18-Jan-2008 19:06  2.9M  
[IMG] ssl21226.jpg            18-Jan-2008 19:08  2.8M  
[IMG] ssl21227.jpg            18-Jan-2008 19:10  2.9M  
[IMG] ssl21228.jpg            18-Jan-2008 19:11  2.7M  
[IMG] ssl21229.jpg            18-Jan-2008 19:13  2.9M  
[IMG] ssl21230.jpg            18-Jan-2008 19:15  2.6M  
[IMG] ssl21231.jpg            18-Jan-2008 19:16  2.9M  
[IMG] ssl21232.jpg            18-Jan-2008 19:18  2.6M  
[IMG] ssl21235.jpg            18-Jan-2008 19:20  2.7M  
[IMG] ssl21236.jpg            18-Jan-2008 19:21  2.6M  
[IMG] ssl21237.jpg            18-Jan-2008 19:23  2.6M  
[IMG] ssl21238.jpg            18-Jan-2008 19:24  2.7M  
[IMG] ssl21243.jpg            18-Jan-2008 19:26  2.9M  
[IMG] ssl21244.jpg            18-Jan-2008 19:28  2.9M  
[IMG] ssl21246.jpg            18-Jan-2008 19:29  2.7M  
[IMG] ssl21247.jpg            18-Jan-2008 19:31  2.7M  
[IMG] ssl21248.jpg            18-Jan-2008 19:33  2.6M  
[IMG] ssl21250.jpg            18-Jan-2008 19:34  2.5M  
[IMG] ssl21251.jpg            18-Jan-2008 19:36  2.6M  
[IMG] ssl21252.jpg            18-Jan-2008 19:37  2.7M  
video:
[VID] ssl21234.avi            18-Jan-2008 20:38  101M  
[VID] ssl21239.avi            18-Jan-2008 20:55   27M  
[VID] ssl21240.avi            18-Jan-2008 21:34   68M  
[VID] ssl21241.avi            18-Jan-2008 22:24   85M  
[VID] ssl21242.avi            18-Jan-2008 22:44   33M  
[VID] ssl21249.avi            18-Jan-2008 23:40   97M  

THE HEADBANGERS live al CPA Firenze sud (12 gennaio 2008)

foto: Kate (2008)

[IMG] ssl21216.jpg            18-Jan-2008 18:52  2.9M  
[IMG] ssl21217.jpg            18-Jan-2008 18:53  2.9M  
[IMG] ssl21218.jpg            18-Jan-2008 18:55  2.7M  
[IMG] ssl21219.jpg            18-Jan-2008 18:57  2.6M  
[IMG] ssl21220.jpg            18-Jan-2008 18:58  2.5M  
[IMG] ssl21221.jpg            18-Jan-2008 19:00  2.7M  
[IMG] ssl21222.jpg            18-Jan-2008 19:01  2.7M  
[IMG] ssl21223.jpg            18-Jan-2008 19:03  2.7M  
[IMG] ssl21224.jpg            18-Jan-2008 19:05  2.7M  

2000 maniax ftp site: http://www.autistici.org/2000-maniax/
[DIR] abandonware/            14-Jan-2008 01:05    -   
[DIR] foto 2008/              18-Jan-2008 18:50    -   
[DIR] frigidaire scans/       15-Jan-2008 20:20    -   
[DIR] images/                 14-Jan-2008 00:50    -   
[DIR] music/                  31-Dec-2007 15:57    -   
[DIR] php-fastcgi/            26-Dec-2007 15:44    -   
[DIR] texts/                  14-Jan-2008 02:58    -   
[DIR] video/                  18-Jan-2008 18:16    -   

2: Dome & the Diggers, Fase 4, Aquila, the Ravings, Syd, Tetano, JP
xxx 

Buon 25° compleano C=64!

 

Commodore 64 (1982)
Commodore 64 (1982)

Il Commodore 64 oggi compie 25 anni, il computer le cui prestazioni, allora fenomenali, sono inferiori a quelle di un telefono cellulare, vendette 17 milioni di pezzi.

Quando con i miei compagni delle scuole medie abbiamo scoperto il gioco Impossible Mission (uno sei primi giochi per home computer con sintesi vocale) siamo rimasti folgorati, la fascinazione per questo  gioco e' rimasta inalterata negli anni, almeno per me che sono cresciuto giocandoci... fino ad allora eravamo abituati alla grafica rudimentale dell' Atari Video Computer System, che era un vero e proprio computer, ma non aveva tastiera e non era programmabile dai profani. Con il c64 invece qualsiasi ragazzino poteva programmare dei giochi o dei programmetti per produrre suoni, animazioni, ed esistevano varie riviste vendute in edicola che pubblicavano listati di programmi da trascrivere e far girare sul 64. 

Se volete rivivere le sensazioni provate giocando con il c64 potete scaricare l'emulatore per winzoz cc64 da qui:

Scarica (1.6 MB) | created 13 Ago, 2007

c64 emulator

Sound
CCS64 V3.3 Install.zip

26 files
uncompressed_size: 2.6 MB

questa e' la rom del gioco adventure starcross:

Scarica (171 KB) | created 12 Ago, 2007
Sound
starcross.d64
 
L'emulatore CCS64 si puo' trovare qui:

siti di emulazione C=64

altre pagine su questo blog sull'argomento: 

Lo Rez Music: C64 & friends

C64 music in Berlin - 15.08.2007 Web che trattano la musica fatta con il c64 (leggasi Commodore 64): http://c64music.blogspot.com/ http://www.autofish.net/agmi/c64.html http://www.c64music.co.uk/ http://g.webring.com/hub?ring=c64music   http://hvsc.c64.org/...

Starcross - 1982, Infocom

Fin da ragazzino sono sempre stato un appassionato di giochi adventure testuali. Negli anni Ottanta avevo una buona collezione di giochi su cassetta per Commodore 64 che adesso non so se funzionano ancora; ho un vecchio Commodore 64 con floppy drive turbo ma e' mezzo scassato...

THX 


fonte: http://it.wikipedia.org/wiki/Commodore_64

Il Commodore 64 (C64, C=64, CBM 64, 64) è stato un home computer molto popolare negli anni ottanta. Il nome adottato dalla casa costruttrice, la Commodore Business Machine fu inizialmente Vic-30, ma prima della distribuzione venne cambiato in Commodore 64.

Indice

[nascondi]

Introduzione [modifica]

Il Commodore 64 risulta essere il modello di computer più venduto al mondo, record che si trova anche nel Guinness dei primati: nel 1986 furono venduti più di 10 milioni di esemplari in tutto il mondo. Fu commercializzato fino al 1993, quando le unità vendute furono appena 700 mila. In totale, ne sono stati venduti nel mondo oltre 17 milioni di esemplari[1][2]: record che, con tutta probabilità non verrà mai più superato (la natura degli attuali computer, assemblati diversamente a seconda delle esigenze dell'utente, rendono praticamente impossibile ripetere un'impresa simile).

La semplicità d'uso e facilità di programmazione di questo nuovo computer era superiore sia ai suoi predecessori (il PET e il VIC-20) sia agli altri home computer concorrenti. Grazie a ciò e al suo prezzo di vendita, in breve tempo divenne il computer più venduto nella storia dell'informatica.

Il Commodore 64 venne inizialmente costruito usando lo stesso chassis del Vic-20 al fine di mantenere bassi i costi di produzione. Dopo alcuni anni, la Commodore cambiò leggermente l'estetica del computer assieme ad altri cambiamenti minori, ribattezzandolo 64C.

Nonostante il cessare della produzione, lo sviluppo di software per questa macchina continuò e ancora oggi (2007) c'è chi scrive dei giochi per il Commodore 64 o fa dei porting da giochi per telefoni cellulari[3]

Storia [modifica]

Origini [modifica]

Nel gennaio 1981, la sussidiaria della Commodore per la progettazione di circuiti integrati, la MOS Technology Inc. iniziò il progetto dei chip grafico e sonoro per la nuova generazione di console per videogiochi.

Il lavoro di progettazione per i chip fu completato in novembre, ma il progetto della console venne cancellato dopo un meeting con il presidente della Commodore, Jack Tramiel, il quale voleva che i chip formassero la base per un computer con 64 KB di RAM, il doppio del quantitativo di RAM di molti dei personal computer disponibili nel tardo 1981. Sebbene 64 Kb di RAM fossero molto costosi, Tramiel sapeva che i prezzi della DRAM stavano crollando e che sarebbero alla fine calati a un livello accettabile prima di passare alla piena produzione.

Alla squadra di progettazione furono dati meno di due mesi per sviluppare un prototipo che potesse essere mostrato al Consumer Electronics Show invernale, nel gennaio 1982. Il C64 fece un debutto impressionante come ricorda David A. Ziembicki: "Tutto quello che vedemmo al nostro stand erano le persone dell'Atari con la mascella spalancata, che dicevano 'Come potete farlo per solo 595 dollari?'". Il costo di costruzione di ogni C64 è stimato attorno ai 135 dollari, grazie all'integrazione verticale e, più crucialmente, ai vantaggi della fabbricazione dei circuiti integrati della MOS Technology. Questo rendeva possibile un ampio margine di guadagno con il quale lavorare.

per continuare a leggere la voce da wikipedia clicca qui 

xxx 

Loud Objects chip

Ieri sera alla Fortezza Da Basso, al concerto di Bit Shifter del collettivo 8bit people (molto bello sia dal punto di vista musicale che da quello dell'impatto visivo) ho conosciuto Tristan Peril e Kunal Gupta i due membri di Loud Objects (New York City), band di ricerca musicale che utilizza la tecnica del circuit bending (ovvero l'arte di cortocircuitare e modificare circuiti e chip sonori per farli suonare in modi imprevedibili) inventata da Reed Ghazala negli anni '60 per organizzare i suoni dei loro live set di musica elettronica pesante (a noi dell'avanguardia la musica leggera non ci e' mai piaciuta!) fra sperimentazione e dance hard/minimale. Il circuito riprodotto nelle foto di Gnapgirl e' stato assemblato a mano e produce dei suoni molto particolari. puo' essere collegato a delle cuffie o a un mixer tramite cavetto minijack ed e' alimentato da una pila. Accendendolo produce dei beep e dei rumori. Il live set di Bit Shifter non era molto gremito anche perche' qui da noi non e' ancora esplosa la mania della musica a 8bit, ma vi posso assicurare che e' stata un'esperienza al limite del punk rock ultra-tecnologico. Bit Shifter indossava una maglietta con sopra stampata una rima del rap di Brand Nubian Punks Jump up (PUNKS JUMP UP TO GET BEAT DOWN) ed ha spiegato che l'estetica del  collettivo 8bitpeoples ha radici che affondano nella cultura punk e hip hop. le videoproiezioni curate da Otro, un vj e graphic designer francese che vive a New York e in Norvegia, mi hanno entusisasmato particolarmente: creati con un hardware a 8bit, credo un Commodore Amiga, venivano proiettati su tre schermi contigui di grandi dimensioni, creando un continuum in cinemascope, un paesaggio di colori e forme 3d molto affascinante (almeno per quel che mi riguarda). Un ringraziamento a Serena Gnapgirl per le foto.

Loud Objects live video 

Bit shifter interview

Bit Shifter live 

risorse (dal website di 8bitpeoples): 


pornochip_inside 

Otro artpack - 8bpgfx005-otromatic-etrox_2.zip

SARS Nullsleep Kung Fu Master rom hack (for NES) - nullsleep_-_SARS_Kung_Fu.zip

8bitpeoples album

per info:

http://www.loudobjects.com/ 

http://www.8bitpeoples.com/ 

http://www.anti-theory.com/

Tutte le foto: Gnapgirl (2007) - clicca per ingrandire

Gnap girl foto album

xxx 

8bitpeoples live - stasera @ Fortezza da Basso (Firenze)

Stasera alla Fortezza Da Basso a Firenze, al Festival della Creativita' nel Teatrino Lorenese, musica a 8 bit con gli statunitensi Bit Shifter e Nullsleep (8bitpeoples - N.Y.C. USA), accompagnati dai visual di Otro (FRA). Inoltre si esibiranno Pierre Bastien (FRA) e Mikomikona (Berlin, GER).

da http://newmediafix.net/daily/?p=1656

DOMENICA 28 OTTOBRE
Fortezza da Basso, Teatrino Lorenese
00.30-01.30 - Pierre Bastien (Fra)
23.30-00.30 - Mikomikona (Ger)
01.30-03.00 - Nullsleep (Usa), Bit Shifter (Usa), Otro (Fr): 8bitpeoples

[...] l’estetica 8 bit del collettivo Newyorkese 8bitpeoples, presente con i suoi rappresentanti Bit Shifter e Nullsleep con visuals del francese Otro, che grazie a un sapiente lavoro manuale di hackeraggio e circuitazione di Game Boys e vecchie consolle Commodore, Atari e Amiga, guideranno il pubblico a un irriverente delirio dance audiovisivo sui suoni e le immagini tipiche della micromusic moderna. [...] E ancora, i berlinesi Mikomikona presentano l’ultima evoluzione del loro pluripremiato progetto Fourier Tranzformation I+II, in cui e’ il campo elettromagnetico creato da due proiettori per lucidi a creare il sottofondo sonoro nel momento in cui interagisce con i pattern grafici disegnati dagli artisti stessi su appositi lucidi proiettati, per una performance audiovisiva in tempo reale del tutto improvvisata e assolutamente geniale.

links:
Mikomikona - http://www.zuviel.tv/mikomikona.html
8bitpeoples - http://www.8bitpeoples.com/
Nullsleep - http://www.8bitpeoples.com/_artist_nfo/nfo_nullsleep.html - http://www.nullsleep.com/
Bit Shifter - http://www.8bitpeoples.com/_artist_nfo/nfo_bit_shifter.html - http://bit.shifter.net/
otromatic - http://it.youtube.com/otromatic 
Pierre Bastien - http://www.pierrebastien.com/ 
Micromusic - http://micromusic.net/ 
X|k - http://www.8bitpeoples.com/_artist_nfo/nfo_xik.html 
wayfar - http://www.wayfar.net/ 
The loud objects - http://www.loudobjects.com/

xxx 

Microbo documentario

http://www.emulanium.com/images/Gameboy.jpg

La scena della micromusic o 8bit music, ovvero la musica fatta con le consolle per giochi a 8bit (gameboy, c=64, etc...), e' in continua espansione. Credo che questo fenomeno sia degno di nota contrariamente a quanto pensano gli accademici che liquidano queste realta' come dei giochetti da bambini. Questa gente non capisce l'estetica della 8bit music! Nel documentario "Microbo" (che potete vedere qui <http://dailymotion.alice.it/video/x1kagh_microbodocumentario_music>) Aonami (di Tokyo, Giappone) dice che non gioca mai con il gameboy e che lo usa espressamente ed esclusivamente per comporre musica. Ci sono molti autori di micromusic anche qui da noi in Italia e come dicevo prima la scena e' in costante espansione. Fra gli italiani menzioniamo Postal M@rket (autore di una cover di Ghostrider di Suicide intitolata Toastrider), Pc=na (che era presente all'Hackmeeting di Pisa con un seminario sul circuit bending, ovvero l'arte di mandare in corto dei  circuiti audio a basso voltaggio come quelli del grillo parlante o di altri giocattoli sonori o strumenti come le tastiere Casio degli anni '80, e cura il blog La rivincita di una nerd), Tony Light e il giovane Lore_b, che recentemente ha partecipato a NO.RA il programma di musica dal vivo in onda su Novaradio (http://www.novaradio.info/) tutti i sabati dal 20 ottobre scorso alle ore 23.00.

MicrOnde - http://pcna.blogspot.com/ 

Hackers pornography video - http://dailymotion.alice.it/video/x37h02_hackers-pornography_tech Hacker e' un attitudine. Musica di Pc=na, Tony Light, Lore_b, manovali vari 

8bit links da http://www.herbertweixelbaum.com/gb_links.html:

http://looper.mccormick.cx/

http://f28.aaa.livedoor.jp/%7Estepgirl/

http://www.plasmaworks.com/gbsound/

http://www.rhinoplex.org/8cylinder/ 

http://www.nanoloop.com/nv.html

http://www.littlesounddj.com/

http://blackbox.resource.cx/

http://www.seeingwithsound.com/javoice.htm 


da http://pcna.splinder.com/post/11456452

 http://i191.photobucket.com/albums/z280/micropcna/microbo2vl5.png

Microbo_documentario
Caricato da pc=na
ultimo aggiornamento di questa pagina: 24 ottobre 2007 ore 212.00 

THX videogames sound collage

Questa e' una traccia che ho fatto qualche anno fa incollando vari samples presi dai giochi arcade dell'era dell'oro dei videogiochi.

stand by_thx game sound collage.mp3

Lo Rez Music: C64 & friends


C64 music in Berlin - 15.08.2007

Web che trattano la musica fatta con il c64 (leggasi Commodore 64):

http://c64music.blogspot.com/

http://www.autofish.net/agmi/c64.html

http://www.c64music.co.uk/

http://g.webring.com/hub?ring=c64music 

http://hvsc.c64.org/

http://www.c64.org/home.c64?story=879

http://blog.c128.net/archives/23 

Gameboy music and VJing :

Mikro Orchestra Project

http://mikroorchestra.com/ 

SQJ - vj software for GameBoy Advance

http://www.sqjvj.com/ 

(gira sulla consolle tascabile GameBoy Advance o su di un suo emulatore - per esempio: http://vba.ngemu.com/)

Starcross - 1982, Infocom

 
Fin da ragazzino sono sempre stato un appassionato di giochi adventure testuali. Negli anni Ottanta avevo una buona collezione di giochi su cassetta per Commodore 64 che adesso non so se funzionano ancora; ho un vecchio Commodore 64 con floppy drive turbo ma e' mezzo scassato quindi l'emulatore mi e' comodo quando voglio giocare ai vecchi adventure games o a tutti i giochi degli anni 80. Preferisco l'abandonware a Second Life. Molto piu' snob...
Starcross mi sembra interessante anche se non ci ho giocato molto.
Per giocare a Starcross scarica l'archivio dell'emulatore e la rom del gioco che trovi qualche riga piu' giu', alla fine di questo articolo; apri lo zip CCS64 V3.3 Install.zip , al suo interno troverai una cartella (disk1) contenente vari file fra cui SETUP.EXE ; clicca su quel file per far partire il programma di installazione. Finita l'installazione copia la rom (starcross.d64) dentro la directory principale dell'emulatore (CCS64 V3.3). Per far partire l'emulatore clicca sull' icona CCS.exe .
THX 
 
L'emulatore CCS64 si puo' trovare qui:

Starcross adventure game - starcross.d64

Beyond the Tesseract

               /*--------------/*
             /  '            /  '
           /   '|          /   '|
        */----'---------*/    ' |
       '|    '  |      '|    '  |
      ' |   '   |     ' |   '   |
     '  |  '   /*----'--|--'---/*
    '   | '  /  '   '   | '  /  '
   '    |' /   '   '    |' /   '
  '    /*/----'---'----/*/    '
 '   /  '    '   '   /  '    '
'  /   '|   '   '  /   '|   '
*/----'----'----*/    ' |  '
|    '  | '     |    '  | '
|   '   |'      |   '   |'
|  '   /*-------|--'---/*
| '  /          | '  /
|' /            |' /
*/--------------*/


sopra: Beyond the Tesseract - schermata iniziale: immagine di un tesseratto (ipercubo) in assonometria ascii
 
Per giocare a Beyond the Tesseract scarica il file tess.exe e salvalo in una cartella apposita e clikka sull'icona tess.exe .
Il gioco ha la possibilita' di salvare lo stato della partita creando dei files do stato nella directory che lo contiene quindi conviene creare una apposita cartella dove tenere i file di gioco.
Ho giocato varie volte a questa avventura matematica a piu' dimensioni ma non ho mai trovato la chiave dell'enigma. 
Buon divertimento!
 
tess.exe - Beyond the Tesseract
Scarica (37 KB) | created 11 Ago, 2007 
 
Sound
TESS.EXE

File
beyond the tesseract.txt

1 KB

This is a text adventure called "Beyond the Tesseract".  No $$$ requested.  Age 16 and up (unless knowledgeable/interested in science and math).

I'm posting this for my brother, who has no net access.  Email can be sent to me.  Turbo C source code is available by request.  A Unix version of the source will be submitted to comp.sources.games in a few weeks.

Description: Tired of the usual haunted-house/ship/island text adventures?  If you are (and even if you're not) then try this abstract adventure.  An interest or some knowledge of mathematic concepts is helpful (eg. what is a lemma? a Klein bottle? a 4-dimensional cube?).

Dennis Lo                    
dlo@ugly.cs.ubc.ca

[
I was not able to send back mail to the submitter at the address given.  So if you're reading this, Dennis Lo, please send me another message with possible reply paths/addresses, just in case others want to know and ask me.

This game comes with a document that describes the author's philosophy about how to design adventure games.  I spent much more time reading and enjoying that document than on actually playing the game.

Uudecode this article manually or feed to the "combine" script.

checksum     size (bytes)  file
    9810        46357      this uuencoded posting
   37436        33627      tess.arc

-- R.D.
]

BEGIN--cut here--cut here

entra nell'album Beyond the Tesseract 

visualizzatore di politopi

Bosconian - Star Destroyer mp3

Bosconian - Star Destroyer mp3

by dr. Quicksand  

Sound
Bosconian2bis.mp3


Bosconian - Star Destroyer (c) 11/1981 Namco.

A space shooter where the player must destroy several enemy bases on each round while evading enemy ships, asteroids and mines. Enemy bases are destroyed either with a shot to the center or by shooting out all six base cannons. The player's ship is always positioned in the center of the screen with everything else scrolling around it as the player flies. A radar map to the right shows the position of the player, enemy bases, and occasional formation attack groups.

- TECHNICAL -

Upright cabinet dimensions : 68'' (173cm) High x 25'' (64cm) Wide x 28'' (71cm) Deep.
Mini-Myte cabinet dimensions : 60'' (152cm) High x 20'' (50cm) Wide x 24'' (60cm) Deep.
Cocktail table dimensions : 29'' (73cm) High x 32'' (80cm) Wide x 22'' (55cm) Deep.

Main CPU : Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, custom DAC (for speech), discrete circuitry (for the shot and explosions sounds)

Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 32

Players : 2
Control : 8-way joystick
Buttons : 1
= > [1] Fire

- TRIVIA -

Bosconian was famous for being the first game to have a continue feature. When the game was released, Midway gave out strategy booklets to the game from a display attached to the machine.

There are five versions of this arcade game that were made. Namco made three and Midway made two of them (US manufacture and distribution (02/1982)). They are all the same except the new Namco version (see 'Updates' section for more information).

Ken McLeod holds the official record for this game with 2, 913, 150 points on February 24, 1983.

- UPDATES -

In the NEW Namco version, the Enemy Base setup is different. Both versions have the same Enemy Base setups, but they are in different order as the rounds go up. This is also true regarding where your fighter starts at. For example, the setup for Round 4 on the other versions is the same as the setup for Round 6 on the new Namco.

- SCORING -

Asteroid : 10 points
Cosmo Mine : 20 points
I-Type Missile (Looks like fighter) : 50 points
P-Type Missile (Looks like boomerang) : 60 points
E-Type Missile (Looks like Enemy Base Missile) : 70 points
Spy Ship (announced by synthesized voice stating 'Spy Ship Sighted') : 200 or 400 points
Enemy Station Cannon : 200 points
Enemy Station : 1500 points
Enemy Formation : 500, 1000 or 1500 points depending on missile type
Control Fighter in Formation (The off-colored fighter) : 100, 120 or 140 points (twice the normal missile value)

Bonus for no-miss clear (completing a round without dying) - this bonus is given only when the game is set to auto difficulty : multiplier x number of bases, the multiplier starts at 100 points and increases by 100 points each time you get the bonus up to 1000 points.

- TIPS AND TRICKS -

* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : Up(x5), Right(x6), Down, Left(x4). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.

* The action starts immediately as soon as you start your game. Your fighter will be put on the screen. Your radar display will show how many space stations need to be taken out. The radar doesn't show, though, all the space debris all over the place and the enemy fighters (unless they are in formation). Your fighter stays in the middle of the screen.

* Be aware that the enemy missiles are faster then your ship. This means you will have to learn to use the joystick proficiently so that you can maneuver away from these enemy missiles attempting to commit suicide on your ship.

* At the beginning of the round, quickly look at your radar to determine where the Enemy Stations are. Then quickly figure out a systematic way of destroying them since time is one's enemy in this game. Just because they are lined up in a row doesn't mean that the missile bays are facing the same direction.

* By that same token, your ship fires lasers from both the front and back. This means if anything is trying to 'sneak' up on you, they won't stand a chance.

* Use the space debris to your advantage. You score points regardless of whether you hit the enemy, or if you use other means to assist, such as the mines or rocks. Just keep in mind that the space debris doesn't return until the next round.

* The Enemy Stations can be destroyed two ways :
1) The first way is to fire a shot directly into their missile bay. This is easy to do on the first two rounds. By round three, the missile bay has a door which opens and closes to make it more of a challenge. After round three, the station will fire a missile if your fighter is in the missiles path. You can easily destroy this missile with your ship.
2) The other way is to destroy all six cannons around the space station. This method also enables you to get more points in the long run. To do this, though, means you will have to deal with more enemy missiles since you have to constantly loop around to hit the cannons. In addition, the pods fire back on your ship.

* Enemy Stations can be oriented with the missile bay facing left/right or up/down. Keep this in mind if you are taking on multiple stations in one area. While you are pounding on one Enemy Station, three more may be firing at your ship to prevent you from destroying your target.

* The warning conditions tell you how safe it is for the moment :
1) GREEN means no enemies within view.
2) YELLOW means enemies present.
3) RED means that you have taken too long and the enemy is now moving twice as fast to ram you.
4) You will also hear synthesized voice prompts stating either 'Alert, Alert' or 'Condition Red' regarding these conditions.

* At regular intervals, a formation of enemy missiles will head toward your ship. You can see what the formation of these enemy missiles are in by looking at the area above the top, left corner of the radar. This will show you if they are in a line, checkerboard pattern, etc. You will also see this formation (represented by a red dot) on your radar screen. Some quick tips for tangling with formations :
1) Enemy formations always appear as a control missile with four missiles.
2) If you destroy the control missile, the other missiles will spread out. You can still destroy them but it is much harder to get the points for taking out the entire formation.
3) Try to maneuver in such a way as to be able to rapidly hit all the missiles. This is of course barring the fact there is no other things (rocks and mines) in the way that can destroy these missiles. This works well when they are in a line. If they are in a checkerboard pattern, you will have to move back and forth so you can hit everything but the control missile.
4) A synthesized voice stating 'Battle Stations' will announce when a formation is present.

* As mentioned before, if you take too long to take out the Enemy Stations, the condition will go to RED and enemy missiles will pour into the area with the only intent of ramming your ship. You will know this also by the sound the machine makes.

* Continue to fly erratic patterns (unless you are going after Enemy Stations or formations) because the enemy missiles do move quicker then you do plus you will probably be able to take them out more effectively.

* Just as in "Time Pilot", there is a way you can stay on a level for as long as you want (This works best on level 2) : Stay away from all the bases, and fly horizontally from left to right. Just fire continuously at all the formations that come at you. The other ships will never be able to come after you. There is no time limit in the game, and it never gets any harder. You can stay on this level for as long as you want. It takes a VERY LONG TIME, though, to get a LARGE score.

- SERIES -

1. Bosconian - Star Destroyer (1981)
2. Blast Off (1989)

- STAFF -

Designed and programmed by : Akira Takundai, Hurashi Nagumo
Music by : Nobuyuki Ohnagi