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The official Atari-2600-to-ColecoVision discussion thread


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#1 Pixelboy ONLINE  

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Posted Thu Dec 22, 2011 10:39 AM

I recently completed a fun analysis about which Atari 2600 games could be converted to the ColecoVision. Of course, they could all be converted, in theory, but some are more interesting than others, in terms of raw gaming potential. While doing this study, I found that the most interesting games to convert are those that could be improved during the conversion process.

So I decided to create this blog-type thread, where I can present ideas about which Atari 2600 games I would like to see converted to the CV, and what improvements I would include in such conversions. Note that I have no plans to actually create these proposed ColecoVision versions under my Team Pixelboy publishing label, this thread is just an exercice in creative fun, and I encourage people to participate, by either presenting their own wish lists, or reacting to the wish lists of others (with interesting improvement ideas, perhaps). I don't plan on creating any mockup screenshots for any of the ideas I will present in this thread, but I may do a few in the future if I find the time and the inspiration. Feel free to add mockups of your own if you want. :)

As the starter of this thread, I just have one request for all of you: Let's keep the discussion centered around Atari 2600 conversions. I feel that if we include other systems (Intellivision, Commodore 64, etc.) then this thread could go all over the place and grow chaotically. If you want to discuss potential Intellivision-to-ColecoVision conversions, for example, please create a separate thread for this under the ColecoVision sub-forum, and the same goes for all other gaming systems. I think that's the best way to keep things orderly, and fun to read.

So then, allow me to begin... :)

#2 Pixelboy ONLINE  

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Posted Thu Dec 22, 2011 10:40 AM

Alien (20th Century Fox)

The Atari 2600 version is admittedly not a whole lot of fun, but that's only because it mostly limits itself to being a Pac-Man clone, and doesn't use enough elements of the movie it's based on. If I were to convert this game to the ColecoVision, I would change one major element: Instead of just "squashing" alien eggs by walking over them, I would have the player burn the eggs with the flamethrower, which would be equiped at all times. So you walk around the maze, burn all the eggs that fall within range of your weapon, burn aliens that get in your way, and move on to the next maze when all the eggs have been destroyed. The difficulty of the game would lie in the flamethrower's limited fuel reserve, with the player being required to refuel it by picking up fuel cans. When the fuel is exhausted, you need to evade aliens until another fuel can appears somewhere in the maze. Also, when you burn a roaming alien, it just runs away, and will later return with a vengeance (i.e. it will move faster through the maze). Some of the eggs could hatch, revealing dangerous face-huggers that can kill your character just as well as the full-grown aliens... just not right away... ;)


Crypts of Chaos (20th Century Fox)

The ColecoVision definately doesn't have enough dungeon crawlers, and Crypts of Chaos could actually be quite a bit of fun on the CV, with some minor improvements to the gameplay. First of all, I would animate movements through the dungeon maze in a similar way to Phantasy Star on the Sega Master System, with the walls moving and pivoting to make the exploration more visually immersive. I would also improve the enemy approach AI (it's pretty buggy in the Atari 2600 version) and I would put the keypad on the ColecoVision controller to good use, to replace the clunky icon-based item selection system at the bottom of the screen. Combat with the creatures of the maze would be done via a crosshairs system, where you press the left trigger button to make the crosshairs appear, move the crosshairs over the enemy and then attack by releasing the trigger button. Enemies wouldn't stand still, obviously, so your attack could miss its target. The rest of the improvements I would make to the game would be mostly visual in nature, although I suppose I could add some new elements, like locked doors or items to pick up and use, as long as it doesn't upset the overall difficulty of the game.


Flash Gordon (20th Century Fox)

I played this one a lot when I was a kid, via the Expansion Module #1. The game feels like a generic product with the Flash Gordon label tacked on, but it still manages to offer some decent fun, despite getting repetitive after a while. In converting this game to the CoelcoVision, the first thing I would change is the player's ship: Instead of moving it in four directions Defender-style, I would implement an Asteroids-like control scheme, like in Omega Race. I think this simple change would make the game go from mildly entertaining to challenging and truly fun. Furthermore, I would implement encounters with large boss creatures that would replace the (rather underwhelming) "Disrupter debris" from the Atari 2600 version. Otherwise, the game would remain mostly the same, although I would probably implement a better background scrolling effect, and make the game somewhat more reminiscent of Space Dungeon. I could even be pursuaded to add weapon upgrades, just to spice things up a bit.


More to come in the future... ;)

#3 Pixelboy ONLINE  

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Posted Thu Dec 22, 2011 11:26 AM

Tax Avoiders (American Videogame)

I don't think this game was released on any other console than the Atari 2600. It starts with an interesting premise for a video game, but seriously falls short in execution. It's really the kind of game that doesn't make much sense until you've read the instruction manual. And even then, the gameplay remains puzzling for most kids. Still, I see good potential in this game, and it's my belief that what this game needs is a simple graphical overhaul: I would remake this game into something that resembles Elevator Action, with doors and elevators, but as a single-screen affair (no vertical scrolling). You'd just run around your company building, meeting people to make business deals, and opening doors to see what's hidden behind them. Then at the end of the round, you'd go to the second level (the government's building) and work to reduce your taxes as much as possible, by avoiding the IRS guy and meeting other people. Beyond those key points, I don't have a clear idea of the game in my head, but I would try to make the game more "arcadey" in nature, and also more comical. Also, I think this game lends itself naturally to having mini-games, which would provide opportunities for the player to make extra money.

#4 Pixelboy ONLINE  

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Posted Thu Dec 22, 2011 11:50 AM

Riddle of the Sphynx (Imagic)

I've mentioned this idea in the past, in another forum thread, so I might as well repeat it here in due form. The Atari 2600 version is a fun game, as long as you have a good understanding of what you need to do. I just need two words to describe how I envision the ColecoVision version: Zelda clone! Instead of a vertically scrolling field, the game could be a map of interconnected screens, much like the first Zelda game on NES. Most of this map would be desert, with an oasis or two, some villages here and there, a river (the Nile perhaps), some rock formations with caves to explore, and of course some temples to visit. You could talk to people and get clues, fight with thugs, scorpions and other baddies, and gain items to use and trade, much like in the original game. If done right, this could be a major title for the ColecoVision. :)

#5 Pixelboy ONLINE  

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Posted Thu Dec 22, 2011 12:28 PM

Dragonstomper (Starpath)

Ahh, the granddaddy of console RPGs! It was admittedly a ground-breaking title in its time, and boy would I love to see a ColecoVision version of this game! However, one must be careful when converting such a game, because there's a lot of room for expansion in several ways, and you can end up with a great RPG, but it would no longer be Dragonstomper. So what kind of improvements would I include in the CV version? Well, for starters, I would rework the combat system into a pop-up subscreen that provides an isometric close-up of the fight (something that looks like the combat screen in Breath of Fire on Super-NES). Also, due to its audio-cassette-based system, the original game was a one-way linear affair, where you couldn't go back to the countryside after crossing the bridge into the Oppressed Village. I would change this to make it possible to travel back and forth between the three stages of the game: The player would explore the countryside to collect gold and items, then enter the village to buy supplies and hire a warrior, then go back to the countryside with his new companion to get more gold, and then return to the village and hire another warrior, etc. For the rest, I would stick to the source material of the Atari 2600 original, with perhaps a bit more graphical detail in the countryside display.

#6 Pixelboy ONLINE  

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Posted Thu Dec 22, 2011 12:59 PM

(Okay, one last entry for today)

Barnstorming (Activision)

I was never a big fan of Barnstorming on the Atari 2600, but just the other day I had a nice idea for a ColecoVision edition of the game: How about pushing it into the 3D realm, by making it isometric like Zaxxon? The game itself would still be an obstacle course like the original game, but not only could you go up and down, you could also move sideways down the field. The added third dimension would make it possible to perform special stunts for bonus point, like loop-de-loops. Your biplane could also be equiped with flour bombs that you could drop on ground targets (like wooden bullseyes, or cows, or water wells) for more extra points. I see a lot of possibilities here. :)

#7 Yurkie OFFLINE  

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Posted Thu Dec 22, 2011 6:05 PM

One word

Adventure

#8 AtariBrian OFFLINE  

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Posted Thu Dec 22, 2011 6:48 PM

lol yurkie, thats what i was thinking, but make it a whole new game.

#9 coleco_master ONLINE  

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Posted Thu Dec 22, 2011 7:01 PM

What about MINER 2049ERS 2 ....... I think what would be great !! :grin:

#10 retroillucid OFFLINE  

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Posted Thu Dec 22, 2011 7:03 PM

View PostAtariBrian, on Thu Dec 22, 2011 6:48 PM, said:

lol yurkie, thats what i was thinking, but make it a whole new game.

I agree .... and also rename the game title by a cool title ;)

#11 RelliK111 OFFLINE  

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Posted Thu Dec 22, 2011 7:11 PM

Sea Quest!! :thumbsup: :thumbsup: :thumbsup: :thumbsup:

#12 RKGames OFFLINE  

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Posted Thu Dec 22, 2011 7:56 PM

Awesome thread! I started a conversion of Yars revenge (VERY EARLY STAGE) about 2 years ago. but got side traked by side trak :) I figured there was no chance of getting something like that released on cart which is why i also stopped that one. Maybe after monster bash is done i can finish yars if no one else has a CV version by then?! maybe a compilation atari to coleco cart would be cool, where a bunch of CV devs each complete a game and the end result is a single rom with menu to select what game to play? I'd be willing to contribute a game or two if others want to jump in. I did a few tests with 2x sprite mode and it looks kinda close to atari.

Take care everyone, hope you all have a merry christmas!
Russ

#13 rmaerz OFFLINE  

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Posted Thu Dec 22, 2011 8:58 PM

I like the Barnstorming idea - pretty cool

While technically an arcade port, Indy 500 would be a nice addition for a driving game.

#14 Pixelboy ONLINE  

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Posted Thu Dec 22, 2011 9:01 PM

View Postretroillucid, on Thu Dec 22, 2011 7:03 PM, said:

View PostAtariBrian, on Thu Dec 22, 2011 6:48 PM, said:

lol yurkie, thats what i was thinking, but make it a whole new game.

I agree .... and also rename the game title by a cool title ;)

Right, such as Quest for the Golden Chalice. :D

#15 retroillucid OFFLINE  

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Posted Thu Dec 22, 2011 9:13 PM

View PostPixelboy, on Thu Dec 22, 2011 9:01 PM, said:

View Postretroillucid, on Thu Dec 22, 2011 7:03 PM, said:

View PostAtariBrian, on Thu Dec 22, 2011 6:48 PM, said:

lol yurkie, thats what i was thinking, but make it a whole new game.

I agree .... and also rename the game title by a cool title ;)

Right, such as Quest for the Golden Chalice. :D

Yep! (I didn't want to spoiled it ;) )

#16 Pixelboy ONLINE  

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Posted Thu Dec 22, 2011 9:20 PM

View PostRKGames, on Thu Dec 22, 2011 7:56 PM, said:

Awesome thread! I started a conversion of Yars revenge (VERY EARLY STAGE) about 2 years ago. but got side traked by side trak :) I figured there was no chance of getting something like that released on cart which is why i also stopped that one. Maybe after monster bash is done i can finish yars if no one else has a CV version by then?! maybe a compilation atari to coleco cart would be cool, where a bunch of CV devs each complete a game and the end result is a single rom with menu to select what game to play? I'd be willing to contribute a game or two if others want to jump in. I did a few tests with 2x sprite mode and it looks kinda close to atari.

Dude, that's music to my ears! :D Such an Atari compilation could include simple early games such as Air-Sea Battle, Canyon Bomber, Codebreaker, Flag Capture, Hangman, Human Cannonball, Math Gran Prix, Maze Craze, Outlaw, Slot Racers, Street Racer or Surround, games that are relatively simple to program on the ColecoVision (even with slightly better graphics). And with Yar's Revenge as the main draw, of course. I'd definately want to publish a compilation like that under my Team Pixelboy label.

(Note that there are a few that I didn't mention above, such as Combat, because I think those deserve to have their own standalone CV versions, but that's just my opinion.)

#17 harlock76 OFFLINE  

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Posted Thu Dec 22, 2011 10:14 PM

+ 1 for seaquest

#18 youki ONLINE  

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Posted Fri Dec 23, 2011 3:01 AM

All first generation of Activision Title that does not exists yet on colecovision!!

And but this one is on my TO DO list (and could be the next game i do after the one i 'm currently working on) , and i would like to reserve it : "STAR WAR : the empire strike back" (Parker) . Of course, as all my games it won't be a portage and i didn't try to do the exact same game. The gameplay will be the same , but i will push the limit of the colecovision technically in matter of scrolling , sound , and graphism.

#19 Crapahute OFFLINE  

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Posted Fri Dec 23, 2011 4:00 AM

View Postyouki, on Fri Dec 23, 2011 3:01 AM, said:

All first generation of Activision Title that does not exists yet on colecovision!!

And but this one is on my TO DO list (and could be the next game i do after the one i 'm currently working on) , and i would like to reserve it : "STAR WAR : the empire strike back" (Parker) . Of course, as all my games it won't be a portage and i didn't try to do the exact same game. The gameplay will be the same , but i will push the limit of the colecovision technically in matter of scrolling , sound , and graphism.

Great, I'm looking forward :) :thumbsup:

#20 san-d-2000 OFFLINE  

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Posted Fri Dec 23, 2011 4:43 AM

Demon Attack!

#21 lucifershalo OFFLINE  

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Posted Fri Dec 23, 2011 6:26 AM

Luc, just read the first line (I am at work) but brilliant initiative
I like the idea of updated 2600 games on CV
I will tell you more what I think about each games later

thanks for that

#22 Pixelboy ONLINE  

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Posted Fri Dec 23, 2011 8:46 AM

View Postyouki, on Fri Dec 23, 2011 3:01 AM, said:

All first generation of Activision Title that does not exists yet on colecovision!!

I fully agree with that statement, and I'm even going to take it one step further! Here's my contribution to this thread for today: The Activision "Fake Arcade Game" conversions! :D

In the good ol' Atari days, Activision released games that were original products ("original" as in made in-house and not directly based on existing arcade games of that time period) but many of those games still had a pick-up-and-play arcade vibe to them. Pretty much all of these games could be converted for the ColecoVision, and several of them actually were, like Pitfall, Keystone Kapers, H.E.R.O. and River Raid, just to name a few. But for those that didn't get a commercial conversion, the question is this: Would homebrew conversions offer anything better than the original Atari 2600 games? It's actually a fairly good question, when you stop to think about it.

If I were to do such homebrew conversions, I would go out of my way to graphically reformat the games to look like they're actual arcade game conversions, similar to what Opcode did with arcade ports like Space Invaders and Pac-Man. I would add a proper arcade-like title screen, with a flashing "INSERT COIN" under a beautiful title logo, a high score table, an attract mode, intermissions between levels, cute cartoony graphics (where applicable), everything that the game needs to appear like it's trying to reproduce every detail of the original arcade game... which doesn't actually exist! :P

And just to push the concept to its limit, the box art would feature a completely fake (but totally real-looking) picture of the arcade cabinet, just like the US boxes of Coleco's early arcade ports.

With all of this in mind, try to envision what these Activision classics would look like, as "fake arcade" conversions:

- Frostbite
- Pressure Cooker
- Chopper Command
- Enduro
- Crackpots
- Megamania
- Oink!
- Plaque Attack
- Seaquest
- Spider Fighter


Mouth-watering, isn't it? ;)

#23 evg2000 OFFLINE  

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Posted Fri Dec 23, 2011 11:04 AM

View Postsan-d-2000, on Fri Dec 23, 2011 4:43 AM, said:

Demon Attack!

View Postsan-d-2000, on Fri Dec 23, 2011 4:43 AM, said:

Demon Attack!
That's one one I've wanted to see on colecovision, though do you stay true to the 2600, or use some of the graphics from other systems?

Edited by evg2000, Fri Dec 23, 2011 11:05 AM.


#24 lucifershalo OFFLINE  

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Posted Fri Dec 23, 2011 12:34 PM

about ALIEN and to go with your idea, you could have one man of your team wandering the maze, with fuel reserve to reload your flamethrower when you touch him...if you wait too long the egg is hatching freeing a facehugger that will attach itself on the guy, he will run faster and become someone to avoid or stop moving and block that part of he maze.... another member of your team will replace him

#25 5-11under ONLINE  

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Posted Fri Dec 23, 2011 1:00 PM

View Postlucifershalo, on Fri Dec 23, 2011 12:34 PM, said:

about ALIEN and to go with your idea, you could have one man of your team wandering the maze, with fuel reserve to reload your flamethrower when you touch him...if you wait too long the egg is hatching freeing a facehugger that will attach itself on the guy, he will run faster and become someone to avoid or stop moving and block that part of he maze.... another member of your team will replace him
I have no idea how it works now, but it might be worth considering making everything dark except what you can actually see in front of you (and maybe beside and behind).




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